UV Unwrapping a sphere perfectly walkthrough discussion In this tutorial we show you how to UV unwrap a sphere perfectly and cover some of the challenges, methods and techniques around this
It's not perfect at all on the UV sphere poles, you can recognize this on the trinangles in the UV map. You just use a texture where you are not able to see that. Mission failed.
"UV mapping is the 3D modeling process of projecting a 2D image to a 3D model's surface for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common operation in computer graphics." Playing with texture cordinates by the very definition is uv unwrapping, what you talking about is exporting your uv ie) to substance painter etc.... and that would be something else
it will always do this i show oyu on another video how to make a soccer ball not appear pinched....when i show 4 different ways to get a perfect sphere....might be worth a watch.
fuck, i never thought that we could unwrap a sphere like a simple plane without stretching, very creative way to make a sphere, sincerely, another question i have is about the paraboloid shapes, like a bullet, where to cut seams to avoid stretching at the head of the bullet...
@@FunwithBlender like this shape with the less stretching and less visible cuts possible... without cutting all in two halfs longitudinal... i don't know if i explained well: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-aJgUHqtD0RA.html
@@FunwithBlender and the wooden parts of this sword for a game... where to cut if i want a good wood texture without a cut in the middle... upload.wikimedia.org/wikipedia/commons/0/01/Roman_gladius-transparent.png