UV Maps Explained

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30 Oct 202008:36

Summary

TLDRThe video script delves into the intricacies of UV mapping in 3D game development, a process that bridges the gap between 2D textures and 3D models. It explains the necessity of UV mapping due to the non-existence of true 3D images and the limitations of 2D images in 3D spaces. The script introduces the concept of 'unwrapping' models, akin to flattening a folded piece of paper, and discusses the strategic placement of seams to optimize texture space. It differentiates between game and film UV mapping, emphasizing the performance optimization required for real-time rendering in games. The series promises a deeper exploration of UV mapping techniques with a focus on game development.

Takeaways

  • 🎮 Video games involve complex topics, including the concept of UV mapping for 3D models.
  • 🌐 UV mapping is a technique to project 2D images onto 3D models, despite 3D images not existing in a usable form for games.
  • 🖼️ In 2D games, images (sprites) are used directly as they are in the same dimensional space, requiring minimal preparation.
  • 📐 The necessity of UV mapping arises because 3D models exist in 3D space, but textures are 2D, creating a dimensionality mismatch.
  • 🛠️ UV mapping acts as a 'translator' between 2D textures and 3D models, allowing them to work together.
  • 🔄 The process involves bringing the 3D model into a 2D environment (texture space) to apply textures.
  • 🔲 UV mapping coordinates are referred to as U and V to avoid confusion with the 3D space's X, Y, and Z coordinates.
  • 🎨 Unwrapping a model is akin to flattening a 3D object into 2D for texturing, similar to the art of origami but in reverse.
  • 👕 Seams in 3D modeling allow for non-destructive 'cuts' to help in unwrapping models effectively, much like seams in a shirt.
  • 💻 UV unwrapping in games focuses on optimization for real-time rendering, unlike in film where artist speed is prioritized.
  • 🔄 The series will delve deeper into the practical aspects of UV mapping, starting with hands-on experience in a modeling application.

Q & A

  • What is UV mapping in the context of video games?

    -UV mapping is a technique used in 3D modeling to project 2D images (textures) onto 3D models. It serves as a translator between the 2D textures and the 3D models, allowing artists to apply textures to the surfaces of 3D objects.

  • Why is UV mapping considered a bottleneck for both beginners and experts in 3D modeling?

    -UV mapping is complex due to its requirement to map 2D textures onto 3D surfaces, which involves understanding both 2D and 3D spaces. It requires careful planning to optimize texture use and can be challenging to execute efficiently, making it a bottleneck.

  • How does the concept of UV mapping differ from the use of images in 2D games?

    -In 2D games, images (sprites) are already in the same two-dimensional space as the game, so they can be directly used. In contrast, UV mapping is necessary for 3D games because it bridges the gap between the 2D texture space and the 3D model space.

  • What is the purpose of unwrapping in the context of 3D modeling?

    -Unwrapping is the process of flattening a 3D model's surface into a 2D plane to apply 2D textures. It allows artists to map texture coordinates onto the 3D model's surface, which is essential for texturing.

  • Why do we need to bring 3D models into a 2D environment for texturing?

    -Bringing 3D models into a 2D environment for texturing simplifies the process because it allows artists to work with textures in a more familiar and manageable 2D space, despite the model's 3D nature.

  • What are the challenges faced when mapping 2D textures onto 3D models?

    -Challenges include accurately representing the 3D surface on the 2D plane, avoiding texture distortion, and optimizing texture use within the constraints of real-time rendering in games.

  • How do seams in 3D modeling relate to the process of unwrapping?

    -Seams are virtual lines that indicate where the 3D model's surface can be cut to flatten it into a 2D plane for texturing. They guide the unwrapping process, similar to seam lines on a piece of fabric.

  • What is the significance of the terms 'U' and 'V' in UV mapping?

    -In UV mapping, 'U' and 'V' represent the horizontal and vertical dimensions of the texture space, respectively. They are used instead of 'X' and 'Y' to avoid confusion with the 3D model's coordinates.

  • How does the approach to UV unwrapping differ between film and game industries?

    -In the film industry, unwrapping focuses on ease of texturing with less concern for texture space optimization. In gaming, due to real-time rendering requirements, UV maps must be optimized for performance, leading to more compact and efficient unwrapping.

  • Why is optimization important in UV mapping for games?

    -Optimization in game UV mapping is crucial because it ensures that textures use memory and processing power efficiently, which is necessary for maintaining high frame rates and performance in real-time gameplay.

  • What can we expect to learn in the rest of the series about UV mapping?

    -The rest of the series will delve deeper into how UV mapping works, including practical demonstrations of unwrapping 3D objects and strategies for optimizing UV maps for game development.

Outlines

00:00

🎮 Understanding UV Mapping in 3D Game Design

This paragraph introduces the concept of UV mapping in 3D game design, explaining its necessity due to the non-existence of true 3D images and the limitations of using 2D images to represent 3D models. UV mapping acts as a 'translator' between 2D textures and 3D models, allowing artists to project 2D images onto 3D surfaces. The process involves unwrapping 3D models into a 2D plane, which is likened to the process of folding and unfolding paper in origami, but in reverse. The paragraph also touches on the difference between UV mapping for games and films, emphasizing the need for optimization in games due to real-time rendering constraints.

05:00

🔍 Deep Dive into UV Unwrapping Techniques

The second paragraph delves deeper into the mechanics of UV mapping, focusing on the unwrapping process. It uses the analogy of origami to explain how 3D models are 'flattened' into a 2D space for texturing. The concept of 'seams' is introduced, which are virtual cuts that help in the unwrapping process, similar to how seams in a shirt allow it to be constructed from separate pieces of fabric. The paragraph highlights the importance of efficient UV unwrapping in game design due to the limited texture space available, contrasting this with the more spacious unwrapping in film where real-time rendering is not a concern. The summary also sets the stage for a practical demonstration in a future video, where a 3D object will be unwrapped in a real-time modeling application.

Mindmap

Keywords

💡UV Mapping

UV Mapping is a technique used in 3D computer graphics to project 2D images (textures) onto 3D models. It is essential for creating realistic textures on 3D objects. In the script, UV mapping is described as a 'translator' between 2D textures and 3D models, allowing artists to apply textures to the polygonal faces of 3D objects.

💡2D Images

2D images refer to digital images that exist in two dimensions, width and height. They are used to hold pixel color data for displaying artwork in games. The script explains that in 2D games, these images are straightforward to use as sprites, but in 3D games, they need to be mapped onto 3D models using UV mapping.

💡3D Models

3D models are digital representations of three-dimensional objects used in computer graphics. They are created using polygonal faces to represent surfaces. The script discusses how 3D models are distinct from 2D images and require UV mapping to apply 2D textures onto their surfaces.

💡Texture Space

Texture space is a 2D environment where 3D models are 'flattened' to apply 2D textures. It is separate from the 3D space where the model exists. The script uses the analogy of texture space to explain how UV mapping allows the application of 2D textures to 3D models by mapping coordinates between the two spaces.

💡Unwrapping

Unwrapping is the process of converting the 3D surface of a model into a 2D layout, which can then be used as a canvas for applying textures. It is likened to the process of flattening a 3D object back into a 2D form, as in the art of origami, but in reverse. The script emphasizes unwrapping as a crucial step in UV mapping.

💡Seams

Seams are virtual lines that indicate where a 3D model can be cut to help flatten it for texture mapping. They are used in modeling applications to guide the unwrapping process. The script compares seams to the lines on a piece of fabric that will be sewn together, illustrating how they help in the process of unwrapping 3D models.

💡Polygonal Faces

Polygonal faces are the building blocks of 3D models, typically made up of triangles or quadrilaterals. They define the shape and surface of a 3D object. The script mentions that these faces exist in 3D space and need to be mapped into texture space for UV mapping.

💡Sprites

Sprites are 2D images used in 2D games to represent objects or characters. They are a form of 2D image that can be manipulated and displayed within the game environment. The script contrasts sprites with 3D models to highlight the difference in how 2D and 3D images are used in games.

💡UV Editor

A UV editor is a tool within 3D modeling applications that allows artists to manipulate UV maps. It provides an interface for unwrapping models and applying textures. The script mentions that major modeling applications have UV editors that handle the complexity of UV mapping.

💡Optimization

Optimization in the context of UV mapping refers to the process of efficiently using texture space to minimize resource usage and maximize performance. The script discusses how game development requires optimization of UV maps to ensure real-time rendering at high frame rates.

💡Real-time Rendering

Real-time rendering is the process of generating 2D images from 3D models in a game environment at runtime. It requires efficient use of resources, including optimized UV maps. The script contrasts real-time rendering in games with the more relaxed texture requirements in film, where there is no need for such optimization.

Highlights

UV mapping is a complex technique for projecting 2D images onto 3D models.

UVs are not related to solar UVs but are essential for game development.

2D images are used to represent visual data in games, called sprites or textures.

3D images do not exist in a way usable for games, leading to the necessity of UV mapping.

UV mapping acts as a translator between 2D textures and 3D models.

3D models are made of polygonal faces existing in geometric or 3D space.

Textures are brought into the texture space, separate from 3D space, to apply them to models.

UV mapping coordinates between 2D pixels and 3D space.

Major modeling applications have UV editors to simplify the UV mapping process.

UV mapping involves unwrapping 3D models into a 2D space for texturing.

Unwrapping a model is likened to the art of origami, but in reverse.

Seams are used in 3D modeling to indicate where to make cuts for unwrapping.

UV unwrapping for games is performance-oriented due to real-time rendering constraints.

UV maps in games need optimization to fit within the limited texture space available.

The next video will provide a hands-on look at unwrapping a 3D object.

Transcripts

play00:04

video games

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are complex understatement of the

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century right

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perhaps one of the most complex topics

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that is a universal bottleneck

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for beginners and experts alike is the

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concept

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of uvs now i'm not talking about solar

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uvs

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although game developers could stand to

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get a few more of those

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i'm of course referring to uv mapping

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a technique used within the digital

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space to project

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2d images onto 3d models

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that may not mean much to you as of

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right now so before i get into

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explaining what uv maps are

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let's first look at why they exist to

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help us form an understanding

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you are likely aware that to hold and

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represent

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visual data within games we use images

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depending on the type of game we are

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making we often call these images

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something different

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such as sprites for 2d games and

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textures

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for 3d games at the end of the day they

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are all simply image containers

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which hold pixel color data that we use

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to display

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artwork let's start with how we use

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and display these images within a

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completely 2d game

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in a two-dimensional space the only

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dimensions we are concerned with

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are the width and the height our x and y

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dimensions or directions respectively

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well we know that digital images are

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two-dimensional right

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so since our image is already in the

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same dimensional space

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there is very little we need to do in

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order to actually prepare it

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simply importing the images and setting

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them up as sprites

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within your chosen application is most

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often as much as it takes

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so if we extrapolate that knowledge a

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little bit

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for 3d games it would make sense to

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utilize images

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in the same dimensional space right

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except what exactly is a 3d image

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here lies the real reason why uv mapping

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is used

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and for many working in 3d is a

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necessary evil

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3d images do not exist at least not yet

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nor in the capacity that could be usable

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for games

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and due to the nature of using 2d images

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to store our textured data

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we are inadvertently limited by the

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dimensions of said resources

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to circumvent this limitation the

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process of uv mapping was developed to

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be what i will call

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a translator between our 2d textures

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and our 3d models in most instances

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creating a 3d model requires the

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development of polygonal faces

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to represent the surface of the asset we

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are making

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in a modeling application these polygons

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would exist

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in what is referred to as the geometric

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space

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which i'll just call 3d space in order

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to use textures on 3d models

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we need to bring one dimension into the

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other

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because it is much easier to lose a

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dimension than add one

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we opt for bringing our 3d model into a

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2d environment

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this environment is called the texture

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space separate from the 3d space

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and it is where we will be able to

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visualize both our 2d

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and 3d assets together

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this environment allows us to bring in

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our textures

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and position the polygons of our models

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to capture the image data

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essentially we're mapping coordinates

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between 2d pixels

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and 3d space all done via our texture

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space translator

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now i know you're probably thinking wow

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that's pretty complex

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and you're right it is complex however

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in your day-to-day life you simply won't

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be interacting with uv mapping in this

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way

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all major modeling applications already

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have their own implementations on how to

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tackle this obstacle in more elegant

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ways

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by interfacing it as a uv editor

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fundamentally it is

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all using this underlying theory of

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translating between texture space

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and 3d space like i've mentioned in a

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two-dimensional plane we refer to these

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dimensions as

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x and y however when we operate in 3d

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we also use x and y with the addition of

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our third dimension

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z now normally this is fine

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as the 2d x and y dimensions can be

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easily translated to 3d coordinates

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but the x and y dimensions of the

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texture space

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are not directly corresponding to

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coordinates

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in 3d space but rather represent

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coordinates on the polygonal faces

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of our models so in order to avoid

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further confusion by using

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x and y naming conventions in our

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texture space

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it was decided that we would instead

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refer to the horizontal

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and vertical dimensions as u and

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v respectively that's where the term

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uv map actually comes from

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now this has been why uv mapping exists

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but how does it actually work we'll be

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looking at this question in much more

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depth over the rest of the series but

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essentially the process of uv mapping

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is what allows artists to unwrap

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their models and provide them textures

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again that may not be an immediately

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satisfying answer

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so let's unpack what unwrapping a model

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means

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let's first look at origami the art of

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paper folding

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it may not look like it but origami and

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uv mapping are actually

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incredibly similar albeit in the reverse

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order

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for sake of argument origami starts in a

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two-dimensional space

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as a flat piece of paper the process

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that then proceeds to unfold

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or rather fold is the transformation

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from a 2d item

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the one that exists within the 3d space

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now obviously the paper exists within

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the 3d space the entire time

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however the concept remains the same

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with 3d models we already have our paper

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folded

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into our design but we need to find a

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way to take our paper and flatten it

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back out

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to a two-dimensional item modeling

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applications provide us the ability

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to insert what are called seams you have

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probably heard this term before

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likely relating to seeing a texture

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misaligned on a model where you can see

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the seam

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line what seams allow us to do is

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non-destructively tell our application

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where to make cuts along the faces on

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our model

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to better unwrap it in its attempt to

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flatten a 3d model

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into a 2d space origami may be difficult

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to picture here

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so we can also think of inserting seams

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as the seam lines of a shirt

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in order to flatten out a model we may

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need to entirely cut off

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various areas of our model from other

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parts

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much like how the fabric for a shirt is

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in separate pieces

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before it is stitched together at the

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seam lines

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now there is no right or wrong way to

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add seams

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as we will learn in the series however

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there are certainly better methods

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and rules of thumb that artists follow

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to maximize their space

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since games often have a very finite

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amount of space available for us

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on rap as we unwrap more and more parts

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of a model

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the more crowded our texture space will

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become

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here is where film and games begin to

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differ a little

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unwrapping for films is more oriented

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towards making texturing far

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easier for the artist as there really is

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no limit to the amount of textures they

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can use

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since everything is not rendered in real

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time the optimization here is that an

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artist that can texture quicker

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is an artist that can work faster

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because of this

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uv unwraps of models can look rather

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spacious

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and somewhat easy to identify even at a

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sheer glance

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for games this is simply not the case as

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they need to be rendered at 30 to 60

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frames per second

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in real time with potentially multiple

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players

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and possibly thousands of other textured

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assets

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therefore there are incredibly harsher

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limitations as

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uv maps are intended to be optimized for

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performance instead

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this will be where the focus of this

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series lies and understanding how we can

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unwrap uv maps with a game oriented

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mindset

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in the next video we will have our first

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hands-on look

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at unwrapping a simple 3d object to see

play08:25

what it looks like

play08:26

in a real-time modeling application

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相关标签
UV Mapping3D ModelingGame DevelopmentTexture SpacePolygonal Faces2D Textures3D GraphicsModel UnwrappingReal-time RenderingOptimization Techniques
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