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       Even if you know what is uv-mapping, don't skip this chapter.
       In Direct3D-based games most low-polycount 3D Objects are textured. That helps to hide the low polycount "under textures". In other words, small details aren't modeled - just mapped with textures.
       What is UVMapping? - It's assigning UV coordinates (texture coordinates) to polygons. Or "dressing the mesh with textures" if you like. The following image from Full Documentation illustrates what is this:

       In fact, the triangles from UV Map part define which part from texture is fit into according face. This is the idea of mapping.


       In ZModeler mapping goes the way shown above. When assigning mapping, ZModeler creates a Mapping object which is used to adjust mapping. This object is visible only in UVMapper view. You can switch ANY view to mapper view and back using pop-up menu of the view. Usually, the side view is changed to UVMapper.
       Thus the sequence of mapping is the following:

  • Create Mapping Object
  • Edit Mapping Object (it will immediately take effect in 3DView).
           Creation of mapping object can be using the Surface\Mapping\AssignUV tool. It creates a mapping object for the face you have applied tool to (e.g. a group of faces with SELected mode).
           You can edit mapping object in UVView the same way you edit all other objects, using most of available tools. The most recent are Move, Scale, Rotate and Mirror tools.


           Surface\Mapping\Assign UV - Creates mapping object. If mapping haven't been assigned to faces yet, than the mapping object converts mesh from current view to UV mapping object. For the instance:

    for bounded group of faces (side view) the mapping object, generated from side view will look like this:

    The result in 3D View is also shown. Notice, there is a square texture in UV view. By positioning object over this square texture you adjust mapping. In fact, you show which part of texture and how is fit to faces.
           Using standard Scale and Move tools, mapping object can be adjusted to match texture:

           As you might expect, if you assign UV to the group of faces that was previousely mapped, then ZModeler will resoted mapping object.
           What should also be mentioned is that in the mapping object all faces are independent and do not connected to each other (do not share veritces). If you try to move any vertex shows, you will see something like this:

           Another feature of Assign UV tool is Face-Mapping mode, when all selected faces get the same mapping. In UV View according mapping object will contain only one triangle, that represents mapping for all selected faces.

           It's very useful to map group of faces to a matte-color area of texture. For the instance, cars' hood faces can be mapped to gray area of texture with this kind of mapping:

           Warning! Be careful using face-mapping mode. It is applied to selected faces only, and if you select another faces and then try to modify mapping object, then the newly selected faces will get the mapping changes. In other words: "when you have done adjusting mapping for the group of faces, delete mapping object (with Modify\Delete) and then assing and map another group of faces.

           The most expected question is how to revert to situation when ZModeler generates new mapping for the faces, like in the beginning of this topic? For that purpose you have to reset current mapping for the faces. Use the:
           Surface\Mapping\Reset UV tool to reset current mapping for group of faces.

           These tools are the only used when creating mapping.


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