New Model

So in this example :-

The U,V of the top left corner of the front face is 0.66 , 0.14
The U,V of the top right corner of the front face is 0.96 , 0.14
The U,V of the bottom left corner of the front face is 0.66 , 0.62
The U,V of the bottom right corner of the front face is 0.96 , 0.62

Now our 3D software can use these UV points to paint the texture onto the correct face of out model.

Lets take another simple example to show another aspect of UV mapping…

Imagine you have made a model of a house and it has several windows of the same design in it. You could position each of these windows to the same area of the texture map. This means that each of the windows will have the same part of the texture map ‘stuck’-� on them. Because we only need one picture of a window rather than 8 or 10 copies then we can use a larger part of the texture map – this allows for more detail but does mean that each window will be identical, not always a good thing.

Another example would be a model of a tree – if you overlap all the leaf uv points to the same area of your texture then instead of needing to draw out 100 leaf patterns , each of which would (wood ? <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –> ) be very small to fit onto our 512×512 texture map and have little detail, you could use maybe a quarter of our texture map to draw a reasonable detailed leaf.

Very nice tutorial Alan, well done.

On top of all that I see that I can also drop a jean’s size just by eating a box of Special K. <!– s:o –><img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised" /><!– s:o –>

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