Once you have finalized your topology and are ready to start texturing your model (by “Baking” your mesh into the Paint Room), the “UV Room” becomes available with a full arsenal of tools for modifying your “UV Maps”, themselves.

The UV Workspace with Paint Objects. If you wish to UV Map a Retopo Object, you can do so from the Retopo Workspace. A Retopo Object must have a UV Map before Baking to a Paint Object. That said, note that the UV tools in both rooms are exactly the same, and this page contains all of the UV Unwrapping information.

The UV Workspace provides the precise set of tools that enable you to produce a “balanced” UV Map. The UV map of a model is like the paper pattern used to cut out the cloth for your model’s clothing (textures).

As with any decent garment, you would try to avoid making your pattern from scores of small pieces but rather, a good piece of clothing tries to keep all of its component pieces as large as possible and as near the same size as is practical.

Like a paper pattern, each “clothing” part is separated from the others and economically laid out to make room for all the rest. The UV Room tools and functions are mainly designed to deal with positioning, sizing and the orientation of all the “pattern” pieces.

Since you may change your mind regarding the placement of “pattern” seams many tools found in the Retopo Workspace that deal with UV Mapping are also found in the UV Workspace.

Tools are also present which help you prevent “stretching” of “pattern” pieces and how all of the pieces are “packed” into the space of the overall Map.

Since one model may have a variety of uses and may be viewed from various angles you may find the need to have different Maps, each for its own unique purpose in your finished production.

3DCoat allows you to make and modify as many different UV Maps as you need for any project.

Once you`ve completed your maps and placed your model in the Paint Room, you can use the Texture UV Editor to place details and labels that require precision that is difficult to achieve by painting in 3D Viewport itself.

To unwrap an Object (Paint or Retopo), it first must have UV Seams. By marking and having UV Seams, 3DCoat will know where to cut the mesh and lay it flat for texture application, via 3D and 2D means (3DCoat’s Paint Room, Photoshop, etc).

Use the Texture UV Editor to Paint and position precise details directly on the UV Map utilizing all the tools available in the Paint Room.

Moving back and forth between the UV Workspace and the Paint Workspace allows you to make all of the Seam and Island adjustments to obtain the optimal set of Texture Maps ready for export to your external application of choice.

The UV Workspace is a duplication and an extension of tools available in the Retopo Workspace, made to work with UV Maps once your model has been “Baked” into the Paint Workspace. What you produce in the UV Workspace will represent the permanent maps you will use for export to 3rd party applications.

Many 3D specialists use only those parts of 3DCoat which help them do very specific jobs, like creating UV Maps or new topology. 3DCoat’s UV Workspace provides a very powerful set of specific tools for performing every type of UV alteration for existing models and maps.

In 3DCoat, the Retopo Room and the UV Room are closely tied together and most often are used together to produce final UV Maps.

When altering an existing UV Map, small changes to model topology are sometimes desirable, these adjustments being made in the Retopo Room, first, followed by Unwrapping the modified mesh and bringing the new Map into the UV Room for final island placement and packing.

At any time in the UV Mapping process, new seams can be placed and new maps created which vary from those layouts made in the Retopo Room.

Before unwrapping, you can specify which unwrapping algorithm you wish to use. There is the older LSCM unwrapping, and the newer ABF++ unwrapping. When you mark a new seam, 3DCoat unwraps new clusters in real-time and shows you the preview of the unwrapped clusters immediately, so that you can see the degree of distortion for every part. Having this convenient function helps to keep you from forgetting the location of any seam or cluster.

3DCoat also supports the creation and editing of multiple UV maps on a single mesh.

Located near the top of the interface, this panel includes the functions needed to select every type of component from your UV Map (vertices, edges, faces & islands) for manipulation with the UV gizmo.

This panel also displays which UV Tool you are currently using, which type of default texture you wish to show mapped onto your Unwrapped Retopo mesh (simple checker, etc.) as well as a drop-down menu that shows a list of all UV Maps that you have produced for that mesh.

UV Menu

Quick Start: UV Packing Tools

The Basics of UV Mapping: This tutorial covers the basics of texture unwrapping, otherwise known as UV mapping, the process of wrapping a 2d texture image onto a 3d object.

How to swap UVs: This video covers one easy method in 3DCoat, to modify a model's UV's after doing some texture painting work….without any penalty.

Working w/ Symmetry (Retopo/UVs): This video continues the Introduction to working with Symmetry; focusing on the Retopo Room and UVs).

  • general/uv_workspace.txt
  • Last modified: 2019/10/16 02:00
  • by carlosan