[Bf-docboard-svn] bf-manual: [8228] trunk/blender_docs/manual/modeling/meshes/uv: Updated UV unwrapping page
Aaron Carlisle
noreply at blender.org
Fri Jul 23 23:57:04 CEST 2021
Revision: 8228
https://developer.blender.org/rBM8228
Author: Blendify
Date: 2021-07-23 23:57:04 +0200 (Fri, 23 Jul 2021)
Log Message:
-----------
Updated UV unwrapping page
UV unwrapping page was outdated, updated it to contain new information such as the built-in UV grid and newer UI.
Author: @t3chstop
Differential Revision: https://developer.blender.org/D11981
Modified Paths:
--------------
trunk/blender_docs/manual/modeling/meshes/uv/applying_image.rst
trunk/blender_docs/manual/modeling/meshes/uv/unwrapping/introduction.rst
trunk/blender_docs/manual/modeling/meshes/uv/unwrapping/seams.rst
Modified: trunk/blender_docs/manual/modeling/meshes/uv/applying_image.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/uv/applying_image.rst 2021-07-23 19:44:01 UTC (rev 8227)
+++ trunk/blender_docs/manual/modeling/meshes/uv/applying_image.rst 2021-07-23 21:57:04 UTC (rev 8228)
@@ -67,7 +67,10 @@
When you render, the mesh will have the test grid as its colors,
and the UV texture will be the size image you specified.
+Note that Blender has a built in test image. To use it, press the "new" button at the top of the UV editor
+and change the generated type from "Blank" to "UV grid"
+
Modifying your Image Texture
============================
Modified: trunk/blender_docs/manual/modeling/meshes/uv/unwrapping/introduction.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/uv/unwrapping/introduction.rst 2021-07-23 19:44:01 UTC (rev 8227)
+++ trunk/blender_docs/manual/modeling/meshes/uv/unwrapping/introduction.rst 2021-07-23 21:57:04 UTC (rev 8228)
@@ -3,8 +3,8 @@
Introduction
************
-The first step is to unwrap your mesh. You want to unwrap when you feel your mesh is complete
-with respect to the number of faces it needs to have.
+The first step is to unwrap your mesh. Generally, it is a good idea to unwrap when you
+feel that your model is mostly complete.
If you do add faces or subdivide existing faces when a model is already unwrapped,
Blender will add those new faces for you,
but you may need to do additional mapping or editing. In this fashion,
@@ -18,12 +18,14 @@
The lines joining the UVs correspond to edges in the mesh.
Each face in the UV map corresponds to a mesh face.
+Think of a UV map as projecting the surface of your 3D model onto a 2D image.
+
Each face of a mesh can have many UV textures.
Each UV texture can have an individual image assigned to it.
When you unwrap a face to a UV texture in the UV Editor, each face of the mesh is
automatically assigned four UV coordinates: These coordinates define the way an image or
-a texture is mapped onto the face. These are 2D coordinates, which is why they are called UV,
-to distinguish them from XYZ coordinates.
+a texture is mapped onto the face. To distunguish from xyz coordinates, we use the U and V
+axes to mark the coordinates of each point. Hence the name, UV unwrapping.
These coordinates can be used for rendering or for real-time viewport display as well.
Every face in Blender can have a link to a different image.
@@ -41,10 +43,10 @@
Getting Started
===============
-.. figure:: /images/modeling_meshes_uv_unwrapping_introduction_screenlayout.png
+.. figure:: /images/modeling_meshes_uv_unwrapping_introduction_uvtab.png
:width: 620px
- UV Editing screen layout.
+ Default UV editing workspace
By default, meshes are not created with UVs. First you must map the faces, then
you can :doc:`edit them </modeling/meshes/uv/editing>`.
@@ -62,17 +64,16 @@
Workflow
--------
-The process for unwrapping is straightforward, but there are a lot of options available,
-each of which dramatically affect the outcome of the unwrap.
-By understanding the meaning behind the options, you will become more efficient at unwrapping.
+The general workflow is as follows, but know that different models may require different approaches
+to unwrapping.
The process is:
-#. Mark Seams if necessary.
-#. Select all of the mesh components.
-#. Select a UV mapping method from the UV Unwrap menu.
-#. Adjust the unwrap settings.
-#. Add a test image to see if there will be any distortion.
- See :doc:`Applying Images to UVs </modeling/meshes/uv/applying_image>`.
-#. Adjust UVs in the UV editor.
- See :doc:`Editing UVs </modeling/meshes/uv/editing>`.
+#. Mark Seams if necessary. See more about :doc:`marking seams </modeling/meshes/uv/unwrapping/seams>`.
+#. Select all of the mesh components in the 3D viewport.
+#. Select a UV mapping method from the UV Unwrap menu. Select a method from the dropdown named "UV" under the
+ proportional editing button in the 3D viewport.
+#. Adjust the unwrap settings found in the pop up box at the bottom right of the 3D viewport.
+#. Add a test image to see if there will be any distortion. See
+ :doc:`Applying Images to UVs </modeling/meshes/uv/applying_image>`.
+#. Adjust UVs in the UV editor. See :doc:`Editing UVs </modeling/meshes/uv/editing>`.
Modified: trunk/blender_docs/manual/modeling/meshes/uv/unwrapping/seams.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/uv/unwrapping/seams.rst 2021-07-23 19:44:01 UTC (rev 8227)
+++ trunk/blender_docs/manual/modeling/meshes/uv/unwrapping/seams.rst 2021-07-23 21:57:04 UTC (rev 8228)
@@ -13,7 +13,7 @@
You make a series of cuts in the skin, then peel it off. You could then flatten it out,
applying some amount of stretching. These cuts are the same as seams.
-.. figure:: /images/modeling_meshes_uv_unwrapping_seams_simple.png
+.. figure:: /images/modeling_meshes_uv_unwrapping_seams_cylinder.png
Simple seam on a cylinder.
@@ -27,7 +27,7 @@
The workflow is the following:
-#. Create seams.
+#. Mark seams.
#. Unwrap.
#. Adjust seams and repeat.
#. Manually adjust UVs.
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