UV Mapping Reflection – 26/04/21

In the 3D modelling industry, when we create 3D models, they are created in a 3D space. This space has 3 Axis, X which is horizontal, Y which is the height and Z which is the depth. UV simply refers to the 2D space on these 3D models. In this 2D space, we will apply textures and details to the 3D models.

A UV Seam is the cut that is made on the UV space. When we want to texture the 3D model, the UV space must be unwrapped, to do that we will need to make cuts on the faces of the model that we want to UV Unwrap. This makes it easier to plot the UV Map when it comes to texturing.

A UV Island // Shell is the UV after it has been unwrapped. It is what the UV image looks like once UV Unwrapping is complete.

We use a black and white checkerboard when checking the UV map to check the integrity and texel density of the UV unwrap. If the checkboard features squares that are uneven or rigid, then the UV map is to a poor standard. You could still map on this, but the results won’t be the best. If the squares on the checkerboard are all perfectly shaped, then the integrity and texel density is perfect for the 3D model that has been unwrapped.

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