How to use UV maps

Your commissioned model is finished, and covered in textures that look amazingly photoreal when you run them through your renderer. Then your client gets in touch saying that they like the model so much that they want to integrate it into an iPhone app, and are getting an animation company to use your asset in some online adverts – could you supply them models and textures? This where UV maps become essential to your workflow.

UV maps are extremely powerful texturing tools that can seem hard to get into, but they allow the sharing of image-based textures between 3D applications. This is because they keep a record of where a specific image should be placed on your 3D mesh via 2D representation called a UV (sometimes UVW) map, which takes vertex points from your 3D model’s XYZ coordinates and applies them to a 2D image with a U and V axis.

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