Uving an Airplane:

UVs are an additional component that coordinates 3d space with a 2d representation of that space onto a map (known as a UV map). Very simply, there will be a UV point wherever we find a vertex (at the intersection of multiple edges/at the corners of a face).Think of UVs like the city of San Francisco represtented on a Globe. There it is an identifiable place in 3d space and that is the Vertex. If there was a sudden Volcanic erruption underneath the city and it rose up off the globe due to the volcano underneath, we would have to manipulate the vertex since it has moved in 3d space. However the UV is like a representation of San Francisco on a map such as a Mercator or Robinson map. Even though the map is different between these two types, the city itself has not moved based on the way we draw the map. UV mapping will be discussed more in Materials and Lighting. The UVs define space differently from verticies in that that vertex points are manipulated in X,Y,and Z space (think of earth in terms of the larger galaxy), and UVs are manipulated in UV or local space (east-west and north-south).
To paint a unique texture for a part of a model, your UVS CANNOT OVERLAP!! It is our job to create a map that has little to no overlapping.



0 to 1 space-This quadrant
of the graph that we see in the UV texture editor window is in the
top right corner. It represents the positive space on the graph, and
is where your UVs should be placed to prevent texture repeat. The
other quadrants, as well as the area outside of the 0-1 space can
be used to store UVs temporarily while laying them out, and then must
be moved back inside the first quadrant of the graph.
cut uvs-This function is used to seperate
UVs that have been sewn together so that the faces adjoining them
can be independantly positioned and moved.
sew uvs-This option is used to connect
two parts of the same uv that have been seperated by the cut uvs function
or by mapping.
relax uvs-To
automatically untangle and even out UVs distribution based on the
geometry and the UV borders.
Selecting target UVs (one sample is enough) and click the tool (Check
Options!) to relax UVs. You may need to repeat this action to see
the desirable result. Under the options, make sure to set Edge Weights
to World Space instead of Uniform.
move an sew uvs-To
merge UVs by selecting polygon components edges, vertices, faces,
or UVs. To avoid un-necessary stretching caused by Sew UVs, use Move
and Sew UVs instead. Number of vertices does not equal to number of
UVs. Be conservative with the amount of UVs for game models. Sew as
many overlapping UVs as possible.
align uvs-To
align / straighten a roll of UVs. Selecting
target UVs (minimum 2) and click the tool (Check Options!) to align
UVs.
split selected uvs-Will split all selected
UVs into one UV for each connected edge.
rotate uvs-Will
rotate selected UVs clockwise or counter-clockwise. Select the target
UVs, and click the tool.
flip uvs-Use these options to flip the UVs of
the selected faces either horizontally or vertically. Horizontal is
the default Direction. Open the option window (click the box beside
Flip UVs) and leave it open. Select your UVs and choose the axis which
you wish to flip by.
UV
Snapshot -When
you're finished laying out your UV map, you need to make a snapshot
to use as reference for painting the actual image. Make sure all UVs
are within the top right corner boundaries of the UV Editor and then
(see 0 to 1 space) , in the UV Editor, click "Polygons > UV
Snapshot". Define the output location, the resolution you'd prefer
(256, 512, 1024, resolutions with the multiples of 2) and the file
type. You should have a nice wireframe image in the output directory
after you perform the operation.





























