UV map: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
 
Line 10: Line 10:


'''UV Mapping''', or '''Texture Mapping''', is the process of ''aligning'' Polygons to Pixels.
'''UV Mapping''', or '''Texture Mapping''', is the process of ''aligning'' Polygons to Pixels.
* To UV map [[Model]]s use a [[model editor]] (such as {{blender}}).
* To UV map [[Model]]s use a [[model editor]] (such as {{blender|4}}).
* To UV map [[Brushes]] use [[Hammer Face Edit Dialog]] (and the [[Hammer Face Edit Disps#Paint Alpha|Paint Alpha Dialog]] for blending Materials on Displacements).
* To UV map [[Brushes]] use [[Hammer Face Edit Dialog]] (and the [[Hammer Face Edit Disps#Paint Alpha|Paint Alpha Dialog]] for blending Materials on Displacements).
* To UV map [[Decals]] use [[Hammer Decal Tool]].
* To UV map [[Decals]] use [[Hammer Decal Tool]].

Latest revision as of 07:06, 21 November 2025

Stub

This article or section is a stub. You can help by expanding it.

A UV map is a part of an object's geometry. It defines which areas (using UV coordinates) of a 2D pixelmap should be rendered on which polygonal surfaces (using XYZ coordinates) of a particular 3D mesh. A UV map does not contain any pixel data (eg color, etc). It is only a matrix relating 2D to 3D coordinates.

Materials apply the pixel data of each VTF (base map, normal map, specular mask) to same UV area of the model. Therefor the model's material can easily be changed without having to create additional UV maps.

Note.pngNote:Models tend to have a more complex mesh than brushes, which makes UV mapping much more fiddly. Model VTFs therefore tend to be created specially to map easily and efficiently onto one specific model only. Models may use multiple (alternative) skins, so long as the layout of each VTF corresponds to the model's UV map.


UV Mapping, or Texture Mapping, is the process of aligning Polygons to Pixels.

Todo: confirm: this only works for VMTs applied to Brushes, not to Models?
    • U (horizontal) and V (vertical) coordinates are calibrated from 0 to 1, so "0.5 0.5" is always the center of the VTF.
    • UV coordinates : "center" and/or "translate" "<0.0 - 1.0 U> <0.0 - 1.0 V>"
    • UV angles : "rotate" "<0 - 360>"
    • UV scale : "scale" "<float U> <float V>"


External links