Meaning of the Term Non-Overlapping UVs?

Discussion started by jfk-numbers

(Newbie alert)

Hello folks:

I am using simple/free models like this one:

Cartoon Boy

in order to start learning about 3D. I have a doubt: in the description of the above model it says:

"Unwrapped
UVs: Non-overlapping".

I have an intuitive idea, but am not completely
sure what that means.

I have used the program UVMapper:

http://uvmapper.com/index.html

to open the OBJ file. I can see a large number of overlapping polygons.
Note that I am not complaining, I simply want to learn more.

Answers

Posted about 5 years ago
1

The naming indeed partially explains itself.

So when we have for example a leaf of a tree model and UV map it and then copy the leaf multiple times, we going to get overlapping UV’s, meaning every leaf copy is going to get the same texture space on the UV map.

When we repack the UV’s so all the leafs get their own UV space, we get non-overlapping UV’s, meaning every leaf gets its own texture space on the map.

So yes, non-overlapping UV’s means every polygon has its own space on the map and with overlapping UV’s we have multiple polygons sharing the same texture space.

Note however its possible a model consists of two parts or more having multiple texture maps applied to it. 3D models can have multiple UV channels on them (for example, map 1 would be assigned to UV channel 1, map2 would be assigned to UV channel 2, etc.). In this case if you open such model in a UV map viewer you could possibly see the UV islands of those different channels superimposed on each other (getting impression of overlapping UV’s). In that case you would need to switch the different UV channels to view the singe UV layouts assigned on each channel.

jfk-numbers wrote
[iterateCGI wrote:] "In that case you would need to switch the different UV channels to view the singe UV layouts assigned on each channel." Can you/anybody mention an application with that switching capability? I have tried: - UV Mapper - Maya - 3ds Max With the mentioned model, and none allows me to see the individual "channels" (the Maya UV Editor calls them "UV Units") TIA
iterateCGI wrote
iterateCGI
3ds max is not capable of displaying/editing multiple UV channels at the same time, some apps out there may. In 3ds max you need to select the channel to edit (default is set to 1) and it will only display (or move) the UV’s on/to that channel. However, the editor is capable of displaying multiple channels if the UV data is collapsed to one channel (channels got lost). This can happen when the file export went wrong or upon import the host app collapsed the data of the exchange format due to incapability issues. If the original creator indeed intended multiple UV channels (but are collapsed for some reason), you can possibly figure this out looking at the textures that came with the model and compare those to the UV data/islands. For example, if you see a texture having texture islands that correspond to some UV islands and in another texture you see texture islands corresponding to overlapping UV islands, you most likely are having a case of multiple channels collapsed to one (in 3ds max that is). In that case you would most likely need to manually select corresponding islands and move them back to a separate channel and restore the original intend. Sorry if it sounds confusing but there are many possible scenarios, for example multiple channels + overlapping UV’s on them is also a possibility :o
Posted about 5 years ago
0

就是没有叠加

Posted about 5 years ago
0

Not next to each other

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