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UV Noob Question

Coffeehouse
vertex
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Coffeehouse vertex
Hello again,

so I have been watching some free things on digitaltutors and saw again that you could start with a low poly version of an object, then add uvs, then divide the mesh and keep on sculpting/detailing the mesh.

I don't understand that. Why do they UVs still "work" when you change the mesh thereafter?

Does that work with anything or is it important not to change the silhouette or add polygons to the low poly object?

I mean, else I could just start with a cube, uv it and then sculpt it into a human body!?

Confused Greetings
Coffeehouse

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  • musashidan
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    musashidan high dynamic range
    It doesn't quite work like that. :)
    Making major form changes after unwrapping will distort the mesh relationship to UV space.
    You can add topology and preserve the UVs,(as long as you don't make drastic changes to the UV shell borders)
    but any big movements will need a re-UV or a relax. You can still work on a mesh after it's been UV'd, but really it's best
    to just unwrap when the silhouette is finalised. It saves having to keep checking for distortion whilst working.

    As an experiment: unwrap a cube, apply a texture map, now drag the mesh verts around in space. The texture will distort.

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