這是在UVLayout官網上的文章,上面提到一些使用上的建議,我覺得還滿實用的,所以把它翻成中文,分享給大家,如果翻得有錯,也請留言告訴我。
- 不要直接拖曳OBJ檔到電腦桌面上UV Layout icon,而要在介面賞使用Load的方式。
Drag'n'drop an OBJ file onto the "headus UVLayout" desktop icon, choose your options, then click on Load.
- 使用C跟W鍵來劃出UV的邊界。
Use the C and W keys to draw out the boundary of a UV shell.
- 移動鼠標到網格上用Enter來分離網格。使用Space鍵+滑鼠中鍵來移動分割的網面。
Move the mouse pointer over that shell and use Enter to detach it from the rest of the mesh. You can then use the Space-MMB combination to click and drag it further away from the main mesh.
- 劃分出更多的邊界,使用Enter來切不同的部分。
Draw out more boundaries on the main or detached meshes, using Enter to split up the various pieces.
- 使用D鍵來將分離的網格丟到UV的視窗中,未切割前的物件還可以在3D視窗中看到。
Use the D key to drop each detached mesh down into UV space. Once all detached meshes are moved over into UV space, the original uncut mesh will be displayed in the 3D window.
- 切到UV模式,移動鼠標到分割的網格上,長按F鍵來展開;也可以Shift+F,網面將會膨脹然後展開。
Switch to UV mode, move the mouse pointer over a UV shell and hold down the F key to flatten it out. You could also use Shift-F, which does an initial "bloat" that helps with more complex shapes.
- 一旦進行粗略地展開後,使用Optimize: Run For以完整地展開。
Once all your shells have been roughly flattened, use the Optimize: Run For button to fully flatten everything.
- 當你展開 UV之後,使用Ctrl-MMB,放大觀察 UV,有時你最好使用 P 鍵來釘住位移的網格,然後再展開一次,讓位移的周邊再重新計算一次。
If you get a collapsed UV (one or more red faces on a shell boundary), then you may need to zoom in and move those UVs by hand with the Ctrl-MMB combination. Sometimes its good to use the P key to pin moved UVs, then flatten the shell again so that the layout of surrounding areas take into account the new UV location.
- 使用Space-MMB來移動UV,讓他們不要重疊。
Use Space-MMB to move the various UV shells apart so they don't overlap
- 切換到3D模式,使用T鍵來觀察方格圖在模型上分布的狀況。
Switch to 3D mode and use the T key to cycle between the different textures to see how the UVs are working on the original 3D mesh.
- 存成OBJ檔。如果需要再編輯UV,再次LOAD近來之前做好的檔案,切到UV mode,長按F或Optimize: Run For,再展開一次。Save the mesh out as an OBJ file. You can then load it into other applications for further processing as needed.If you then edit the UVs further in another application, you may want to import the mesh back into the UVLayout tool for some final flattening.Simply Load with Edit selected, switch to UV mode, and hold down the F over the modified UV shells, or use Optimize: Run For to re-flatten everything.
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