So, a " UVW map" is essentially a set of co-ordinates Blender and other 3D applications use to tell them how a texture image is supposed to be applied over the surfaces of a model, so the data itself is called the "map". The 'cloth', or more correctly how the cloth is positioned, equates to the UVW data of a 3D object, the actual process of working out how the cloth is positioned, is the 'unwrapping' of a model, both being part of the overall procedure of making sure the cloth lays on the table correctly and the texture image over the mesh without gaps or exposed areas. Imagine covering a table with a large piece of cloth, unfolding and shifting it around so it covers the entire surface. ![]() ![]() These steps give us a basic object ready for the next part of the process of applying texture images to the mesh so it looks like its made of something, - "wood", "stone", "metal", etc.įor this we need to turn our attention to something called " UVW mapping" or " UVW unwrapping" its an essential part of producing fully functional models that can be used within game or interactive environments, so they need to be understood, what they are and how they are used.
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