Blender 默认 UV 映射

发布于 2024-12-07 03:54:09 字数 237 浏览 0 评论 0原文

来自 3d Studio 的我习惯于默认情况下具有 UV 贴图坐标的原始对象和程序生成的对象(直纹、车床、挤压、基于 NURB),并且在更复杂的网格的情况下,需要进行更手动的贴图过程。

我目前在 Blender 中遇到困难,因为似乎没有项目具有默认映射,并且每个网格创建时都需要展开。这是正确的吗?

我计划将所有内容都放入 unity 3d 中进行简单测试,但执行这些步骤似乎过多。

谢谢艾尔

Coming from 3d Studio, I am used to primitive and procedurally generated objects (ruled, lathed, extruded, NURB-based) having UV mapping coordinates by default, and in the case of more complex meshes, breaking out a more manual mapping process.

I am currently having difficulty in Blender, because is seems as though no items have default mappings and that unwrapping need to occur for every mesh as it is created. Is this correct?

I plan on pulling everything into unity 3d for simple tests it seems excessive to do these steps.

Thanks

Al

如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

扫码二维码加入Web技术交流群

发布评论

需要 登录 才能够评论, 你可以免费 注册 一个本站的账号。

评论(2

乙白 2024-12-14 03:54:09

我不懂3ds,我不确定我的理解是否正确。您可以在 Blender 中执行的操作是将纹理应用到模型,而无需 UV 贴图。当然,您可以将多种材质分配给一个对象,每个材质具有不同的纹理,并且无需进行 UV 贴图。我刚刚打开了一个旧示例并尝试了它 - 您可以在此处下载它。

但我发现如果你想将 Blender 对象导入到 Unity3D 中,情况并非如此。根据我的经验,如果没有明确的 UV 映射,则无法在 Unity3D 中显示对象的纹理。此外,我没有设法将具有两种不同纹理的对象直接导入 Unity3D。在这种情况下,我使用父子关系或单个纹理,我认为渲染时速度会更快。我写了一篇关于此的博客文章,也许对您有帮助:使用 Blender 2.59 和 Unity3D 3.4

I don't know 3ds and I am not sure if I understand you right. What you can do in Blender is applying a texture to a model without UV mapping. And you can of course assign multiple materials to one object each one with a different texture and all without doing UV mapping. I just opened an old sample and tried it out - you can download it here.

But I found out that this not true if you want to import your Blender objects into Unity3D. From my experience there is no chance to get the objects's texture displayed in Unity3D if it has no explicit UV mapping. Furtheron I did not manage to get an object with two different textures straight into Unity3D. In that case I use parenting or a single texture, which I assume to be faster when rendering. I wrote a blog article about that, maybe it helps you: Working with Blender 2.59 And Unity3D 3.4

我们的影子 2024-12-14 03:54:09

Blender 确实为对象提供了默认的 UV 映射;只是它几乎等于“从 [0,0][1,1] 的纹理上拍打每个面”。所以,是的,如果你想要一个“更好的”UV 贴图,你就必须手动做一些事情。

Blender does give objects a default UV mapping; it's just that it pretty much equals "slap each face on the texture from [0,0] to [1,1]". So yeah if you want a "nicer" UV map you'll have to do something manually.

~没有更多了~
我们使用 Cookies 和其他技术来定制您的体验包括您的登录状态等。通过阅读我们的 隐私政策 了解更多相关信息。 单击 接受 或继续使用网站,即表示您同意使用 Cookies 和您的相关数据。
原文