![]() ![]() To select a UV island, hover the mouse over the island and press a vertex and L . Then with the grab, rotate and scale tools, adjust the UV islands (the UV groups that aren't connected to each other) so that it fits nicely on top of the image as shown. ![]() Load it in the UV/Image Editor window by clicking Image → Open Image or by pressing Alt+O . Save the following image (click to view in full high resolution (4,096 × 2,048 pixels)): Now we're going to actually use this UV map. If you don't see anything, you need to select UV Editing from the Screen Layout dropdown in the UV/Image editor window. In the UV/Image editor you should see all the vertices/faces/edges of the model represented, or 'mapped', in 2D space. In the 3D View window, select all your vertices by pressing A , and press U → Unwrap. Set its window type to "UV/Image Editor" with the drop down box at the bottom left corner of the new window or with Shift + F10 . Next, create a window for the UV mapping: click and drag left the small lined area in the top right corner of the 3D window, a new window will be created. This tells the UV unwrapper to cut the mesh along these edges. Press Ctrl + E and select Mark Seam, or select Mesh → Edges → Mark Seam. ![]() This can be done easily by holding down Shift + Alt and left-clicking on the 'equator'. In edit mode, select a ring of vertices around the widest part of the sphere (the equator, if you will). Then, create a new model, a sphere ( Shift + A → Add → Mesh → UV Sphere). We'll use a sphere for this demonstration. The purpose of this unwrapping of the coordinates is just to map these coordinates to images/pictures so that the 3D image can have a realistic looking surface with textures derived from these images. You can select and edit these 2D vertices just like in the 3D Editor window. Blender provides another view of the vertices (coordinates) in the UV/Image Editor. Each of the 3D coordinates of the sphere can be mapped to the 2D coordinate on the flat piece of paper. a sphere, that is to be laid flat on a table. Imagine a paper 3D model of an object, e.g. For example: increasing your "V" on a sphere might move you along a longitude line (north or south), while increasing your "U" might move you along a line of latitude (east or west).Īnother explanation can be gleaned from the Blender manual. "U" and "V" are the names of the axes of a plane, since "X", "Y" and "Z" are used for the coordinates in the 3D space. Another advantage this has is that it's visible in both orthographic and perspective views.UV mapping is a technique used to "wrap" a 2D image texture onto a 3D mesh. You can also lock it so it behaves the same way. Much more flexible than the common way using the N panel in the other answer. You can adjust the opacity, scale it, rotate it etc. Once added, you have a lot of control over the reference. (most Max users I know use frozen planes with textures when modeling).Ĭontrol the image object properties in the "Object Data" tab: This is very useful as it gives you more control over positioning your references and users coming from other software can use this method as it is the norm for them. ![]() Empties in Blender now have an image type. Saving the file would then silently erase them, permanently eliminating without warning or explicit user intervention.Īs an alternative to Gwenn's answer, you can also use an empty. Information was stored as User Interface data, as such if you opened a file without the Load UI option ticked they would appear to be missing, and any previously assigned background images mysteriously absent. and it has been retired due to inherent limitations. The old system was aging and prone to failure. See Cannot find Background Images feature in Blender 2.8 if using 2.8.īackground images are gone in Blender 2.8, at least in the traditional pre-2.7# sense. ![]()
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