UV mapping before turning |
turned |
flipped in u direction (shift) |
flipped in v direction (ctrl) |
Here's an example of the uv coordinate
index rotation. I have mapped a geosphere with face mapping. |
All faces were mapped the same way in
unwrap. The vertices fit, but in different faces they are assigned to
different vertices, as you see in the picture left. |
With Shift+Ctrl I rotated the uv
coordinate indices, until they were aligned the same way. This wouldn't
work with turn. |
Before turning |
After non-local turning; the UV
coordinates are turned around 0.5/0.5 |
After local turning; the UV coordinates
are turned around the local UV center, here 0.25/0.75 |
Before turning |
After turning without preserving UV ratio;
the texture is distorted, but nevertheless this has the advantage, that
the original UV coordinate borders are kept; this is often good for
tiling |
After turning with preserving UV ratio;
The texture isn't distorted, but the original UV coordinate borders
can't be kept. |
The polygons to be mapped. It's four
polygons, each with subdivisions and a slightly irregular border. |
Simply click on a poly to map it. This is
no planar mapping; the uv coordinates are always aligned to the poly
borders... |
So that you automatically get fitting
borders, if you're using tiling textures. |
Before Normalize UV |
After Normalize UV |