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Mapping textures in the UV Editor

From: Blender 2.6 Essential Training

Video: Mapping textures in the UV Editor

Now let's use the UV Image Editor to precisely align a bitmap to an object. Now we already touched on this editor a little bit in taking a bitmap image and just showing it in the viewport, but we also can use it to precisely map the image to the object. So let's go ahead and select this object here and go over to Materials panel, add a new material--just hit that plus sign--and then let's go to the Textures panel, and you will see we have no textures either, so I will just go ahead, hit plus, add in a texture.

Mapping textures in the UV Editor

Now let's use the UV Image Editor to precisely align a bitmap to an object. Now we already touched on this editor a little bit in taking a bitmap image and just showing it in the viewport, but we also can use it to precisely map the image to the object. So let's go ahead and select this object here and go over to Materials panel, add a new material--just hit that plus sign--and then let's go to the Textures panel, and you will see we have no textures either, so I will just go ahead, hit plus, add in a texture.

On this Type, we are going to add Image or Movie, and then we are going to go down to our image and click Open. And we are going to hit CardboardBox, which is the image that we are using. And you can see now we have that cardboard box image. Now if we hit F12 to render, you'll see that, well, it's not mapping properly. And part of that is because we just don't have our mapping coordinates set to UV, so let's go ahead and set those to UV. And let's take a look at both here. And let's go ahead and do another render. And you can see it's still not right.

So let's go ahead and start mapping this image to the box. So what we need to do is open up a UV Image Editor. Now I need this open at the same time as my viewport, so probably the easiest thing to do is to just left-click up here and drag over another window and then change this one on the left to the UV/Image Editor. Now what this does is it shows an image and then what I can do is I can map this object against that image.

Now we did this before, so let's go ahead and just do the basics here. In our User Perspective viewpoint we are going to hit Tab and we are going to go into Face mode and hit A to select all faces. Now, in here we are just going to go ahead and open up the image that we want. We are going to go into our Chap07 folder and open up CardboardBox. Now when I do that you can see how when I am in Texture mode now, that shows up.

So you can see that I have that image of the box mapped one to each face. Well, that's not really what I want. I really want to match the unfolding of this box to this image. And you can notice how this image is basically just a box that's been unfolded and laid flat. Now this UV/Image Editor, if I expand it, you can see how it has a number of controls here. Now probably the most important ones are down here.

This allows us to basically select edges, faces, and vertices. So if I were to select faces here, what I'm doing is I am selecting the faces that are on this object. So if in here, in this UV Editor window, if I hit G for grab, I can move that face, and you can kind of see how I have all of these faces connected. In fact if you see here, you can see how as I move that face, it changes the mapping on the object.

So what we have here is basically a way to match the faces on this object to the flat image map. But the easiest way to do this is to unfold my box. In order to do that, I need to create some scenes. And I can do that by going into Edge mode. So I am going to hit Ctrl+Tab, go Edge, and then start selecting the edges that I want. Now if we look at this image, you will see that we have three panels connected here and then the top panel is also connected.

So what I want to do is select those three panels here. So I want one, two, three. These are edges, so in other words, that's this edge here, swivel over to the other side, and then Shift+Right-click to select these edges. So now that I have all of these edges selected, I need to define them as the scene. So we go into Mesh > Edges > Mark Scene.

And when I do that, notice how they turn red. And that shows me this is how this object will unwrap. So anything that's not red will be continuous; anything that is red is one of these scenes. So now that I have that, I can go into Face mode, select all my faces, and unwrap it. So I am going to select Mesh > UV Unwrap. Notice that we have a lot of options here, but I just want to pick this top one called Unwrap, which recognizes those scenes and unwraps the object. And as soon as I do that, notice how this interface here changes.

What we have now is the faces of this object are now unwrapped according to those scenes, and it actually looks pretty close. So what we can do here is go through our UV Editor and align those so that it lines up. So what I can do is I can actually select faces, edges, or vertices here. And so, if I want, I can select each one of these faces individually and in order to move them I just use the keyboard shortcuts G for grab. So if want, I can select those faces, I can select this face here, hit G for Grab, and move it.

And notice how it's moving in that right user perspective viewport. Now if I want I can select all of them, so all I have to do is hit A and that selects all of these. And if I hit G for grab, that means I can move these, and you can see how now my bitmap, as I dial this in, it's starting to line up. So I am going to go ahead and try and position this fairly accurately. And now what I can do is I can go in and fine-tune it.

So if you can see here, I've got it actually pretty close here. I've got my box pretty much lined up. It seems like the bottom scene though isn't quite working, but we can fix that. So let's go ahead and navigate over to here and just select this face here, hit G to grab, and just move it down a little bit. Now if I want to, I could actually go through a face at a time, an edge at a time, same commands for this as it is for regular viewport. Basically I select an edge, you can just right-click to select those edge, G to move it if I want.

Or if I want I can align it however I want. So again, if I want to select this edge here and hit G to grab and move, you can see how I'm aligning this. Notice the top of that box. I can totally change how this bitmap maps to my object. So let's go ahead and select some vertices here. Again, it's just right-click, G for grab, and we can move those around. Now, you also have other commands besides grab. You can certainly scale.

You can certainly rotate as well. So for example, if I were to go into Face mode here, select a face, I could G grab and move it, or I could hit R to rotate it, or I could hit S to scale it. Okay, so you have a lot of different options here. So those are some of the basics of how to use this UV Editor. Now when I hit Render you can see how this pretty much lines up. And this is how we assign those UV coordinates that we are using in that Textures panel.

So when I go over here to Textures and I say the Coordinates are UV, this is where it's pulling it from. So now once we have these assigned, we can use this bitmap and it will map perfectly.

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This video is part of

Image for Blender 2.6 Essential Training
Blender 2.6 Essential Training

94 video lessons · 22772 viewers

George Maestri
Author

 
Expand all | Collapse all
  1. 5m 50s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Notes on Blender 2.7 NEW
      2m 8s
    5. Using Blender on a Mac
      42s
    6. Using Blender on a laptop
      36s
  2. 30m 32s
    1. Overview of the Blender interface
      6m 6s
    2. Understanding 3D view windows
      5m 23s
    3. Navigating in 3D space
      6m 35s
    4. Configuring user preferences
      6m 24s
    5. Creating custom layouts
      6m 4s
  3. 32m 29s
    1. Selecting objects
      6m 12s
    2. Moving objects
      4m 35s
    3. Rotating objects
      2m 48s
    4. Scaling objects
      2m 16s
    5. Understanding transform orientation
      3m 53s
    6. Changing an object's origin
      5m 27s
    7. Selecting pivot points
      3m 22s
    8. Using Snap to move objects precisely
      3m 56s
  4. 49m 18s
    1. Creating mesh primitives
      6m 36s
    2. Selecting vertices, edges, and faces
      4m 48s
    3. Editing mesh objects
      7m 39s
    4. Proportional editing
      3m 52s
    5. Sculpt mode (Updated for 3.7) NEW
      5m 3s
    6. Sculpt mode
      4m 45s
    7. Working with edges and edge loops
      3m 42s
    8. Extrusions
      5m 18s
    9. Smooth shading objects
      2m 23s
    10. Subdividing meshes
      5m 12s
  5. 50m 31s
    1. Working with modifiers
      5m 52s
    2. Working with subdivision surfaces
      3m 48s
    3. Creating a simple creature
      7m 54s
    4. Symmetrical modeling with the Mirror modifier
      8m 21s
    5. Joining mesh objects
      3m 37s
    6. Stitching vertices
      4m 52s
    7. Finalizing a simple creature
      4m 48s
    8. Creating text
      3m 29s
    9. Boolean tools
      2m 59s
    10. Vertex groups
      4m 51s
  6. 22m 36s
    1. Using the Outliner
      8m 22s
    2. Using layers
      4m 30s
    3. Creating groups
      2m 48s
    4. Working with scenes
      4m 2s
    5. Creating hierarchies
      2m 54s
  7. 54m 26s
    1. Assigning materials to objects
      8m 4s
    2. Diffuse shaders
      6m 47s
    3. Working with specularity
      5m 56s
    4. Using the Ramp Shader options
      9m 45s
    5. Additional shading options
      2m 37s
    6. Creating reflections
      8m 29s
    7. Adding transparency and refractions
      6m 49s
    8. Subsurface scattering
      5m 59s
  8. 1h 6m
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor (Updated for 3.7) NEW
      7m 43s
    4. Mapping textures in the UV Editor
      8m 28s
    5. Using UV projections
      5m 56s
    6. UV mapping a character (Updated for 3.7) NEW
      6m 35s
    7. UV mapping a character
      6m 11s
    8. Fine-tuning UV mapping
      6m 7s
    9. Creating Bump and Normal maps
      3m 15s
    10. Displacement mapping
      3m 48s
    11. Using the Node Editor
      4m 59s
  9. 53m 9s
    1. Adding lamps to a scene
      8m 44s
    2. Fine-tuning ray-trace shadows
      4m 32s
    3. Using spot lamps
      4m 20s
    4. Fine-tuning buffer shadows
      6m 19s
    5. Using Hemi lamps
      2m 32s
    6. Working with Area lamps
      5m 17s
    7. Creating sky and ambient light
      4m 49s
    8. Adding background images
      3m 19s
    9. Creating sunlight
      6m 6s
    10. Ambient occlusion
      7m 11s
  10. 30m 8s
    1. Working with cameras
      4m 47s
    2. Creating camera targets with constraints
      3m 43s
    3. Render properties
      5m 7s
    4. Rendering animation
      5m 13s
    5. Adding motion blur
      4m 10s
    6. Creating depth of field
      7m 8s
  11. 32m 30s
    1. Understanding the Timeline
      4m 3s
    2. Animating objects
      6m 26s
    3. Animating properties
      4m 0s
    4. Editing animation in the Graph Editor
      8m 36s
    5. Using the Dope Sheet
      4m 53s
    6. Path animation
      4m 32s
  12. 39m 59s
    1. Facial animation using shape keys
      4m 40s
    2. Understanding armatures
      6m 2s
    3. Fitting an armature to a creature
      7m 23s
    4. Deforming a character with an armature
      3m 49s
    5. Setting up inverse kinematics
      3m 53s
    6. Controlling the hips and body
      2m 1s
    7. Animating in Pose mode
      2m 47s
    8. Creating a test animation
      9m 24s
  13. 15s
    1. Goodbye
      15s

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