The UV layout is the 2D representation of the cube, with each square on the right being a face of the mesh on the left. In this example, the cube on the left has been 'unwrapped' to create the UV layout on the right: For some uses, UVs might not be needed, but it is recommended if you need to add specific details. If the model is not unwrapped then Blender would have to use a different mapping method, but you generally have less control of how the image will be mapped using these methods and I do not think they would be compatible with game engines. It is generally necessary if you wish to texture your object very accurately, either in Blender itself or in an external image editor. UV unwrapping is the process of 'unfolding' a mesh so that you can create a 2D texture which fits the 3D object.
0 Comments
Leave a Reply. |