Как создать uv развертку в blender
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Как создать uv развертку в blender

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UV Tools

Blender offers several ways of mapping UVs. The simpler projection methods use formulas that map 3D space onto 2D space, by interpolating the position of points toward a point/axis/plane through a surface. The more advanced methods can be used with more complex models, and have more specific uses.

Unwrap

3D Viewport and UV Editor

Flattens the mesh surface by cutting along seams . Useful for organic shapes.

The Unwrap operator is the only UV unwrapping operator that takes into account seams.

Begin by selecting all faces you want to unwrap. In the 3D Viewport, select UV ‣ Unwrap or U and select Unwrap. You can also do this from the UV Editor with UV ‣ Unwrap or U . This method will unwrap all faces and reset previous work. The UVs menu will appear in the UV Editor after unwrapping has been performed once.

../../../_images/modeling_meshes_editing_uv_unwrap-example.png

Result of unwrapping Suzanne. 

This tool unwraps the faces of the object to provide the “best fit” scenario based on how the faces are connected and will fit within the image, and takes into account any seams within the selected faces. If possible, each selected face gets its own different area of the image and is not overlapping any other faces UVs. If all faces of an object are selected, then each face is mapped to a part of the image.

Options

Blender has two ways of calculating the unwrapping. They can be selected in the tool setting in the tool panel in the 3D Viewport.

This method gives a good 2D representation of a mesh.

Uses LSCM (Least Squares Conformal Mapping). This usually gives a less accurate UV mapping than Angle Based, but works better for simpler objects.

Activating Fill Holes will prevent overlapping from occurring and better represent any holes in the UV regions.

Map UVs taking image aspect into account.

Use Subdivision Surface Modifier

Map UVs taking vertex position after Subdivision Surface Modifier into account.

Space between UV islands.

A face’s UV image texture only has to use part of the image, not the whole image. Also, portions of the same image can be shared by multiple faces. A face can be mapped to less and less of the total image.

Smart UV Project

UV ‣ Smart UV Project

Smart UV Project, cuts the mesh based on an angle threshold (angular changes in your mesh). This gives you fine control over how automatic seams are be created. It is good method for simple and complex geometric forms, such as mechanical objects or architecture.

This algorithm examines the shape of your object, the faces selected and their relation to one another, and creates a UV map based on this information and settings that you supply.

In the example below, the Smart Mapper mapped all of the faces of a cube to a neat arrangement of three sides on top, three sides on the bottom, for all six sides of the cube to fit squarely, just like the faces of the cube.

../../../_images/modeling_meshes_editing_uv_smart-project.png

Smart UV project on a cube. 

For more complex mechanical objects, this tool can quickly and easily create a regular and straightforward UV layout for you.

Options

The Adjust Last Operation panel allows fine control over how the mesh is unwrapped:

This controls how faces are grouped: a higher limit will lead to many small groups but less distortion, while a lower limit will create fewer groups at the expense of more distortion.

This controls how closely the UV islands are packed together. A higher number will add more space between islands.

Weight projection’s vector by faces with larger areas.

Lightmap Pack

UV ‣ Lightmap Pack

Lightmap Pack takes each of a mesh’s faces, or selected faces, and packs them into the UV bounds. Lightmaps are used primarily in realtime rendering, where lighting information is baked onto texture maps, when it is needed to use as much UV space as possible. It can also work on several meshes at once. It has several options that appear in the Toolbar:

You can set the tool to map just Selected Faces or All Faces if working with a single mesh.

The Selected Mesh Object option works on multiple meshes. To use this, in Object Mode select several mesh objects, then go into Edit Mode and activate the tool.

Options

This is useful if mapping more than one mesh. It attempts to fit all of the objects’ faces in the UV bounds without overlapping.

If mapping multiple meshes, this option creates a new UV map for each mesh. See UV Maps .

Assigns new images for every mesh, but only one if Shared Tex Space is enabled.

Set the size of the new image.

Pre-packing before the more complex Box packing.

This controls how closely the UV islands are packed together. A higher number will add more space between islands.

Follow Active Quads

UV ‣ Follow Active Quads

The Follow Active Quads tool takes the selected faces and lays them out by following continuous face loops, even if the mesh face is irregularly-shaped. Note that it does not respect the image size, so you may have to scale them all down a bit to fit the image area.

Options

Space all UVs evenly.

Average space UVs edge length of each loop.

Please note that it is the shape of the active quad in UV space that is being followed, not its shape in 3D space. To get a clean 90-degree unwrap make sure the active quad is a rectangle in UV space before using “Follow active quad”.

Cube Projection

UV ‣ Cube Projection

Cube Projection maps the mesh onto the faces of a cube, which is then unfolded. It projects the mesh onto six separate planes, creating six UV islands. In the UV editor, these will appear overlapped, but can be moved. See Editing UVs .

Options

Set the size of the cube to be projected onto.

Common

The following settings are common for the Cube, Cylinder, and Sphere mappings:

Map UVs will take the images aspect ratio into consideration. If an image has already been mapped to the Texture Space that is non-square, the projection will take this into account and distort the mapping to appear correct.

Any UVs that lie outside the (0 to 1) range will be clipped to that range by being moved to the UV space border it is closest to.

Scale to Bounds

If the UV map is larger than the (0 to 1) range, the entire map will be scaled to fit inside.

Cylinder Projection

UV ‣ Cylinder Projection

Normally, to unwrap a cylinder (tube) as if you slit it lengthwise and folded it flat, Blender wants the view to be vertical, with the tube standing “up”. Different views will project the tube onto the UV map differently, skewing the image if used. However, you can set the axis on which the calculation is done manually.

Options

Use when viewing from the top (at a pole) by using an axis that is straight down from the view.

View on Equator

Use if view is looking at the equator, by using a vertical axis.

Align to Object

Uses the object’s transform to calculate the axis.

Select which axis is up.

Polar 0 is on the X axis.

Polar 0 is on the Y axis.

The radius of the cylinder to use.

Sphere Projection

UV ‣ Sphere Projection

Spherical mappings is similar to cylinder but the difference is that a cylindrical mapping projects the UVs on a plane toward the cylinder shape, while a spherical map takes into account the sphere’s curvature, and each latitude line becomes evenly spaced. Sphere Projection is useful for spherical shapes, like eyes, planets, etc.

Recall the opening cartographer’s approaching to mapping the world? Well, you can achieve the same here when unwrapping a sphere from different points of view. Normally, to unwrap a sphere, view the sphere with the poles at the top and bottom. After unwrapping, Blender will give you an equirectangular projection; the point at the equator facing you will be in the middle of the image. A polar view will give a very different but common projection map. Using an equirectangular projection map of the earth as the UV image will give a good planet mapping onto the sphere.

../../../_images/modeling_meshes_editing_uv_sphere-projection.png

Using an equirectangular image with a Sphere Projection. 

Options

Use when viewing from the top (at a pole) by using an axis that is straight down from the view.

Как сделать UV-развертку в Blender 2.8+

UV-развертка необходима для того, что-бы мы могли наложить текстуру на 3D-объект. А если точнее, с помощью развертки мы указываем как именно 2D текстура должна накладываться на 3D объект.

Я буду показывать на примере Blender 2.8. На примере кубика, так как его геометрия самая простая, да и он есть на сцене с самого начала. Если выбрать куб и перейти на вкладку UV-Editing, то вы увидите вот такую картину.

Как сделать UV-развертку в Blender 2.8+

Нажатием на TAB перейдем в режим редактирования и выберем все вершины нажатием A. Слева мы увидим уже готовую развертку для куба.

Как сделать UV-развертку в Blender 2.8+

Но, что делать если геометрия не стандартная? Для этого нужно подумать как разместить швы.

Швы — это разрезы на поверхности 3D объекта, которые разрезают объект так чтобы его можно было развернуть на плоскость.

Хм, наверное звучит не совсем понятно, но думаю я смогу показать все на примере. Давайте изуродуем развертку этого куба как по нашему мнению «будет лучше»(нет)😁.

Я выделил верхние несколько граней. Делается это ЛКМ в режиме выделения граней, который в свою очередь выбирается вверху слева или на цифрах на клавиатуре, нажатием 2.

Как сделать UV-развертку в Blender 2.8+

Далее нужно пометить их как швы. Жмем ПКМ и в меню выбираем Mark seam (Пометить шов). Далее снова выбираем все кнопкой A и сверху в меню выбираем пункт UV. В выпавшем меню жмем Unwrap. Слева отобразиться новая развертка.

Как сделать UV-развертку в Blender 2.8+

Кхм, даа.. Ну, что навыделяли то и получили) Все это было сделано для примера и понимания того как нужно или ненужно делать развертку. Думаю лучше вернуть старую развертку. Выделяем все кнопкой A и помечаем все грани как швы. ПКМMark seam. Далее в меню вверху UVUnwrap.

Как сделать UV-развертку в Blender 2.8+

Не плохо, но это не то что было. Можно конечно и так пользоваться, но мы ведь хотели «как было«. Давайте сотрем все метки швов.

Для этого выберем все грани, ПКМClear seam. UVUnwrap.

Как ни чего не поменялось? Все должно было сработать!

Ладно ладно, шучу, нужно указать стандартные швы в ручную😊.

У меня получилось что-то такое.

Как сделать UV-развертку в Blender 2.8+

Попробуйте сделать это сами, а что-бы помочь понять «как?«. Представьте, что этот куб нужно собрать из картона или бумаги. Слева эта самая бумага и показывается. А швы это разрезы по собранному кубу.

Для упрощения задачи в меню UV есть пункт Live unwrap. Он будет отображать изменения сразу на текстуре. Однако не забывайте, что развертка на текстуре отображается только когда выбрано что-то, например все.

Рисование по объекту

Ну вот вы и разобрались как делать развертку. Возможно даже уже нажали на пункт верхнего меню Texture paint. И при попытке что-то нарисовать у вас вылезла ошибка «нет текстуры». Все правильно. Мы ведь не сохранили текстуру и не назначили ее объекту.

На вкладке Texture paint в верхнем меню выбираем New и в новом окне настраиваем параметры и название будущей текстуры.

Как сделать UV-развертку в Blender 2.8+ Как сделать UV-развертку в Blender 2.8+

И сохраняем текстуру куда угодно, лучше в папку с вашим проектом.

После этого необходимо наложить текстуру на объект. В правом меню выбираем пункт «Настройки материалов» и уже в материале меняем просто цвет на текстуру.

Как сделать UV-развертку в Blender 2.8+ Как сделать UV-развертку в Blender 2.8+ Как сделать UV-развертку в Blender 2.8+

Куб почернел, так как текстура пустая. Теперь можно красить куб удобным способом. Например можно делать это прямо в Blender.

Вы уже находитесь там где нужно. Попробуйте порисовать на кубе, просто левой кнопкой мыши. Слева, на текстуре, сразу будет виден результат.

Как сделать UV-развертку в Blender 2.8+

Текстуру нужно сохранять после изменения, как мы уже сохраняли.

Так же, естественно, можно редактировать текстуру в любом графическом редакторе, например, GIMP, PhotoShop и т.д.

Ну вот, думаю к этому моменту вы уже понимаете как сделать UV-развертку в Blendr 2.8+. Спасибо за внимание и легкого моделирования!

Как создать uv развертку в blender

Blender offers several ways of mapping UVs. The simpler projection methods use formulas that map 3D space onto 2D space, by interpolating the position of points toward a point/axis/plane through a surface. The more advanced methods can be used with more complex models, and have more specific uses.

Unwrap

3D Viewport and UV Editor

Flattens the mesh surface by cutting along seams . Useful for organic shapes.

The Unwrap operator is the only UV unwrapping operator that takes into account seams.

Begin by selecting all faces you want to unwrap. In the 3D Viewport, select UV ‣ Unwrap or U and select Unwrap. You can also do this from the UV Editor with UV ‣ Unwrap or U . This method will unwrap all faces and reset previous work. The UVs menu will appear in the UV Editor after unwrapping has been performed once.

../../../_images/modeling_meshes_editing_uv_unwrap-example.png

Result of unwrapping Suzanne. 

This tool unwraps the faces of the object to provide the “best fit” scenario based on how the faces are connected and will fit within the image, and takes into account any seams within the selected faces. If possible, each selected face gets its own different area of the image and is not overlapping any other faces UVs. If all faces of an object are selected, then each face is mapped to a part of the image.

Options

Blender has two ways of calculating the unwrapping. They can be selected in the tool setting in the tool panel in the 3D Viewport.

This method gives a good 2D representation of a mesh.

Uses LSCM (Least Squares Conformal Mapping). This usually gives a less accurate UV mapping than Angle Based, but works better for simpler objects.

Activating Fill Holes will prevent overlapping from occurring and better represent any holes in the UV regions.

Map UVs taking image aspect into account.

Use Subdivision Surface Modifier

Map UVs taking vertex position after Subdivision Surface Modifier into account.

Space between UV islands.

A face’s UV image texture only has to use part of the image, not the whole image. Also, portions of the same image can be shared by multiple faces. A face can be mapped to less and less of the total image.

Smart UV Project

UV ‣ Smart UV Project

Smart UV Project, cuts the mesh based on an angle threshold (angular changes in your mesh). This gives you fine control over how automatic seams are be created. It is good method for simple and complex geometric forms, such as mechanical objects or architecture.

This algorithm examines the shape of your object, the faces selected and their relation to one another, and creates a UV map based on this information and settings that you supply.

In the example below, the Smart Mapper mapped all of the faces of a cube to a neat arrangement of three sides on top, three sides on the bottom, for all six sides of the cube to fit squarely, just like the faces of the cube.

../../../_images/modeling_meshes_editing_uv_smart-project.png

Smart UV project on a cube. 

For more complex mechanical objects, this tool can quickly and easily create a regular and straightforward UV layout for you.

Options

The Adjust Last Operation panel allows fine control over how the mesh is unwrapped:

This controls how faces are grouped: a higher limit will lead to many small groups but less distortion, while a lower limit will create fewer groups at the expense of more distortion.

This controls how closely the UV islands are packed together. A higher number will add more space between islands.

Weight projection’s vector by faces with larger areas.

Lightmap Pack

UV ‣ Lightmap Pack

Lightmap Pack takes each of a mesh’s faces, or selected faces, and packs them into the UV bounds. Lightmaps are used primarily in realtime rendering, where lighting information is baked onto texture maps, when it is needed to use as much UV space as possible. It can also work on several meshes at once. It has several options that appear in the Toolbar:

You can set the tool to map just Selected Faces or All Faces if working with a single mesh.

The Selected Mesh Object option works on multiple meshes. To use this, in Object Mode select several mesh objects, then go into Edit Mode and activate the tool.

Options

This is useful if mapping more than one mesh. It attempts to fit all of the objects’ faces in the UV bounds without overlapping.

If mapping multiple meshes, this option creates a new UV map for each mesh. See UV Maps .

Assigns new images for every mesh, but only one if Shared Tex Space is enabled.

Set the size of the new image.

Pre-packing before the more complex Box packing.

This controls how closely the UV islands are packed together. A higher number will add more space between islands.

Follow Active Quads

UV ‣ Follow Active Quads

The Follow Active Quads tool takes the selected faces and lays them out by following continuous face loops, even if the mesh face is irregularly-shaped. Note that it does not respect the image size, so you may have to scale them all down a bit to fit the image area.

Options

Space all UVs evenly.

Average space UVs edge length of each loop.

Please note that it is the shape of the active quad in UV space that is being followed, not its shape in 3D space. To get a clean 90-degree unwrap make sure the active quad is a rectangle in UV space before using “Follow active quad”.

Cube Projection

UV ‣ Cube Projection

Cube Projection maps the mesh onto the faces of a cube, which is then unfolded. It projects the mesh onto six separate planes, creating six UV islands. In the UV editor, these will appear overlapped, but can be moved. See Editing UVs .

Options

Set the size of the cube to be projected onto.

Common

The following settings are common for the Cube, Cylinder, and Sphere mappings:

Map UVs will take the images aspect ratio into consideration. If an image has already been mapped to the Texture Space that is non-square, the projection will take this into account and distort the mapping to appear correct.

Any UVs that lie outside the (0 to 1) range will be clipped to that range by being moved to the UV space border it is closest to.

Scale to Bounds

If the UV map is larger than the (0 to 1) range, the entire map will be scaled to fit inside.

Cylinder Projection

UV ‣ Cylinder Projection

Normally, to unwrap a cylinder (tube) as if you slit it lengthwise and folded it flat, Blender wants the view to be vertical, with the tube standing “up”. Different views will project the tube onto the UV map differently, skewing the image if used. However, you can set the axis on which the calculation is done manually.

Options

Use when viewing from the top (at a pole) by using an axis that is straight down from the view.

View on Equator

Use if view is looking at the equator, by using a vertical axis.

Align to Object

Uses the object’s transform to calculate the axis.

Select which axis is up.

Polar 0 is on the X axis.

Polar 0 is on the Y axis.

The radius of the cylinder to use.

Sphere Projection

UV ‣ Sphere Projection

Spherical mappings is similar to cylinder but the difference is that a cylindrical mapping projects the UVs on a plane toward the cylinder shape, while a spherical map takes into account the sphere’s curvature, and each latitude line becomes evenly spaced. Sphere Projection is useful for spherical shapes, like eyes, planets, etc.

Recall the opening cartographer’s approaching to mapping the world? Well, you can achieve the same here when unwrapping a sphere from different points of view. Normally, to unwrap a sphere, view the sphere with the poles at the top and bottom. After unwrapping, Blender will give you an equirectangular projection; the point at the equator facing you will be in the middle of the image. A polar view will give a very different but common projection map. Using an equirectangular projection map of the earth as the UV image will give a good planet mapping onto the sphere.

../../../_images/modeling_meshes_editing_uv_sphere-projection.png

Using an equirectangular image with a Sphere Projection. 

Options

Use when viewing from the top (at a pole) by using an axis that is straight down from the view.

UV-развёртка в Blender

uv1

Наиболее гибкий способ отображения 2D-текстур на трёхмерном объекте является так называемая UV-развёртка. Данный процесс располагает трёхмерную модель на плоскости, которая называется UV-развёрткой. Использование UV-развёртки обеспечивает реализм моделям и очень высокую детализацию, которых практически невозможно достичь с помощью процедурных текстур.

Чтобы лучше представить, как происходит данный процесс, представьте любую картонную коробку. Она является трехмерным объектом — параллелепипедом. Если взять ножницы и разрезать ее по швам (в местах изгиба), то Вы сможете положить ее на стол (плоскость). Вот именно разрезанную коробку на столе и можно назвать UV-развёрткой. Вам не составит никакого труда представить, какая из граней является верхней частью коробки, потому как Вы только что ее разрезали.

В blender во время процесса развертки мы можем располагать ее на плоскости так, как нам угодно. Можно изменять размер проекции, ее расположение и масштаб.
uv2
Также хорошим примером развертки будет картография. В ней поверхность Земли (которая имеет сферическую форму) проецируется на карте (плоскости). У данного способа есть свои недостатки, а именно, страны и государства, которые ближе к Северному или Южному полюсам выглядят меньше, чем те, которые находятся ближе к экватору.
uv3
На данном изображении наглядно представлено то, как текстура отображается на 3D-объекте и на UV-развёртке. Поэтому, при создании развёртки, каждая точка имеет координаты X,Y,Z и U,V.

Вся мощь данной техники раскрывается во время текстурирования лица человека или повреждений на автомобиле. В данных ситуациях возможности процедурных текстур ограничены, в то время, как при помощи развёртки можно назначить текстуру каждому полигону.

Для большинства простых 3D-моделей блендер имеет автоматический набор алгоритмов развёртки, которые можно легко применить. Чтобы создать развёртку более сложных 3D-моделей, применяются так называемые швы. Это своеобразные ножницы, с помощью которых мы указываем программе, в каких местах необходимо разрезать нашу 3D-модель.

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