{"id":3423,"date":"2022-10-04T09:52:00","date_gmt":"2022-10-04T09:52:00","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=3423"},"modified":"2025-08-08T12:08:56","modified_gmt":"2025-08-08T12:08:56","slug":"importing-into-the-uv-room","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/uv-workspace\/importing-into-the-uv-room\/","title":{"rendered":"Importer ind i UV rummet"},"content":{"rendered":"\n<p>N\u00e5r du vil bruge v\u00e6rkt\u00f8jss\u00e6ttet i UV rummet, vil din model allerede have f\u00e5et en form for topologi og et forel\u00f8bigt UV kort-arrangement &#8211; baseret p\u00e5 den &#8220;Unwrapping&#8221;, du udf\u00f8rte i Retopo -rummet.<\/p>\n\n\n\n<p> I denne sammenh\u00e6ng vises &#8220;Teksturmenuen&#8221; i hovedmenupanelet med en liste over &#8220;Import&#8221;-funktioner.<\/p>\n\n\n\n<p> Som du kan se, omhandler alle disse Import import af individuelle teksturer eller teksturlag. Efter at have oprettet et UV kort, er det n\u00e6ste logiske trin at skabe lag af tekstur, som derefter kan eksporteres sammen med din nyligt topologiserede model. Og hvis teksturer allerede er blevet oprettet til denne model, bliver teksturmenuen tilg\u00e6ngelig til at import dem.<\/p>\n\n\n\n<p> I \u00e5bningsdialogen findes der ogs\u00e5 en mulighed med titlen:<br \/> UV kortmodel, som, hvis den er valgt, \u00e5bner dialogen &#8220;Import til Per-Pixel Painting&#8221; &#8211; s\u00e5 du kan import en model med eksisterende UVs , der kan \u00e6ndres i UV rummet.<\/p>\n\n\n\n<p> af ALEX MEISTER:<\/p>\n\n\n\n<p> F\u00f8rst skal vi import vores 3D-model til 3DCoat via &#8220;UV Map Mesh&#8221;-indstillingen i hurtigstartsmenuen &#8211; dette \u00e5bner Import Object popup: <\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"535\" height=\"624\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/importuv.png\" alt=\"\" class=\"wp-image-2936\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/importuv.png 535w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/importuv-257x300.png 257w\" sizes=\"(max-width: 535px) 100vw, 535px\" \/><\/figure>\n\n\n\n<p> Jeg har en tendens til at v\u00e6lge indstillingen &#8216;L\u00e5s normaler&#8217;, da jeg vil have det pr\u00e6cis, som jeg eksporterede det. (Hvis du ikke beholder dem, vil det \u00e6ndre de fleste normale til glatte): <\/p>\n\n\n\n<figure class=\"wp-block-image size-full is-resized\"><img decoding=\"async\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/looknormals.png\" alt=\"\" class=\"wp-image-2986\" width=\"254\" height=\"47\"\/><\/figure>\n\n\n\n<p> UV -kortskrivning kan \u00e6ndres for at oprette et nyt UV kort, som vil oprette automatisk kortl\u00e6gning.<\/p>\n\n\n\n<p> I mit tilf\u00e6lde har jeg allerede sat 4 UV kort, s\u00e5 jeg ville beholde dem, da jeg alligevel vil lave dem om senere (bare en simpel automap i Maya for at have noget i dem).<\/p>\n\n\n\n<p> Nu hvor vi har vores model indl\u00e6st og sat op, g\u00e5r vi over til UV sektionen (hvis den ikke allerede er der, fremh\u00e6vet med orange). Som du kan se i UV Preview (som kan aktiveres under Windows \u2013 paneler), ser vores UV ret d\u00e5rligt ud. Den har for mange s\u00f8mme, og det vil give os en sv\u00e6rere tid at strukturere dem ordentligt \u2013 s\u00e5 lad os forbedre det.<\/p>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"automap_auto_seams\"> Automap \/ Autos\u00f8m <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=import_export:importing_into_the_uv_workspace#automap_auto_seams\"><\/a><\/h3>\n\n\n\n<p> Der er flere m\u00e5der at lave UVs p\u00e5 fra dette tidspunkt, den hurtigste men sandsynligvis v\u00e6rste er automap, da det har en tendens til at skabe alt for mange UV grupper. Men det kan v\u00e6re nyttigt i nogle tilf\u00e6lde, hvor du ikke \u00f8nsker at bruge meget tid p\u00e5 det. Hvis du er tilfreds med resultaterne, skal du springe til &#8220;export&#8221;.<\/p>\n\n\n\n<p> Autos\u00f8mme er lidt den bedre mulighed, men har en tendens til at f\u00e5 nogle dele forkerte, s\u00e5 g\u00e5 til &#8220;marker s\u00f8mme\/kantl\u00f8kker&#8221; for at rette mulige &#8220;d\u00e5rlige&#8221; dele. Is\u00e6r organiske dele bliver normalt ikke kortlagt p\u00e5 den bedste m\u00e5de. <\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"edge_loops_mark_seams\">Kantl\u00f8kker \/ m\u00e6rkes\u00f8mme <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=import_export:importing_into_the_uv_workspace#edge_loops_mark_seams\"><\/a><\/h3>\n\n\n\n<p> Min yndlingsdel af 3DCoat er Mark Seams; mens kantsl\u00f8jfen stort set g\u00f8r det samme, kan Mark-s\u00f8mme kun v\u00e6lge en del af en l\u00f8kke eller hele kantl\u00f8kken ved at trykke p\u00e5 shift-modifieren.<\/p>\n\n\n\n<p> Hvordan virker det? Enkelt, n\u00e5r du import din model, skal du trykke p\u00e5 &#8220;rydde s\u00f8mme&#8221;, ADVARSEL dette vil fjerne alle dine UV kanter! (og lav noget som billedet til h\u00f8jre) S\u00e5 laver du s\u00f8mme, hvor du synes, de skal v\u00e6re, og eller hvor de ikke vil give problemer.<\/p>\n\n\n\n<p> Det venstre klik v\u00e6lger bare kanten.<br \/> Ctrl + venstre klik fjerner en kant.<br \/> Shift + venstreklik skabte en kantl\u00f8kke<br \/> Ctrl + Shift + venstre klik fjerner en kantl\u00f8kke<br \/> Det virker m\u00e5ske lidt m\u00e6rkeligt i starten, men det bliver simpelt efter et par brug og giver dig 100% kontrol over, hvor dine s\u00f8mme skal skabes.<\/p>\n\n\n\n<p> Se ogs\u00e5 <a href=\"https:\/\/3dcoat.com\/articles\/article\/what-is-uv-mapping\/\">Hvad er UV Mapping?<\/a><\/p>\n","protected":false},"author":3,"featured_media":0,"parent":2252,"menu_order":5,"template":"","manualdocumentationcategory":[9],"manual_doc_tag":[],"class_list":["post-3423","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - 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