Before creating any maps, the texture painter should check the UVs of the 3D object. UVs are referring to the u and v coordinates that are used as texturecoodinates, as opposed to the x, y, and z coordinates used in the Cartesian 3D modeling coordinates.
You are going to create a basic map that I use to test UVs. I simply apply it to every material and take a look at the model to see if everything is copasetic. Most people still use the checkerboard pattern to check for UVs, but as you can see in Figure , it does not give a detailed enough portrayalof the UVs.
The left figure looks okay, but when you apply my UV test map, you can see that the standard checker masked some problems.
This map has a gradient in every square, so you know if there is a disconnect or if the UVs are warped. The lines show where the center is so you can get a general idea of how the UVs are laid out and what part of the map you are looking at. Also, I make the textures in a hard 1K and hard 2K, meaning that it is 1000×1000 and 2000×2000 pixels, respectively. This way I know that when looking at the model, each square represents 100 pixels and I can determine whether that is enough resolution for the task at hand. You can see the full UV test map .
The UV test map
Go through the steps of making this map and either use the map as it is or modify to suit your needs. This is also a not-so-subtle way of reviewing some basic Photoshop maneuvering.
The New file dialog box.
Choose the white gradient checker pattern.
This is how the filled pattern should look
The next layer down should look like this
Your bottom layer gradient should look like this.
With the checkerboard to screen, the black squares reveal the gradient and the white remain white
The checker base is complete, but you need to add lines that help distinguish different areas of the map.
If your line does not look like this, check your tool settings against those displayed here.
Your completed map.
You can save your PSD for future modifications, but you need to save out a copy if you do not flatten it.
You can save your PSD for future modifications, but you need to save out a copy if you do not flatten it.Now take a look at . The image on the left is the plain model, the middle image is the application of the standard checkerboard map, and the right image is your custom UV test texture application.The whole point of testing the UVs is to make sure nothing needs to go back for UVing.Make sure that the UVs are properly taken care of before you start painting. Otherwise, you just waste your time painting, not to mention the frustrations and delays that all that costs.
Oh what a difference!
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Adobe Photoshop Tutorial
Preferences And Settings
Customizing Your Workspace
Starting With Color Maps
Tiling And Transformations
Matte Paintings From Pictures
Quick Fixes For Common Problems
Masks And Mattes
Noise And Grain
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