Download Subtitles for 10 Fitting the Map to a Texture Video
10 fitting the map to a texture
christophe jennet
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When using a UV map as the basis for
your image texture, it's important to
note that you can always reposition your
UV map on your texture. To do this, we
need to go back to our UV editing
workspace.
So, let's do an example here. Let's say
I wanted to create some shapes.
And I'm going to create some red shapes.
And I'm going to do so probably here,
here,
here,
here,
and here just as an example.
So, at the moment, only one of these red
shapes is visible on our texture. And
the reason why is because it's the only
one within the confines of the generated
UV map.
What I can do here is I can go to my UV
editing workspace
and I can press A to select my entire UV
map.
In the UV image editor, we can use the
transform tools to grab, rotate, and
scale our UV maps. So, I can hit G
to move my UV map around my image
texture. I can also press R to rotate
and S to scale.
Now, at the moment, if we take a look in
our 3D viewport, we can't even see the
texture.
If I press the tab key to go back into
object mode, it doesn't even appear to
have been applied anymore.
The reason why is because in the texture
paint workspace, we were always working
in texture paint mode. So, if you want
to still be able to view this in the UV
editor,
you could go to the texture paint
workspace,
but because we're in texture paint mode
instead of edit mode, we can no longer
see the UV map.
So, in this example, we would need to
keep it in edit mode. However, another
thing we can do is we can change our
viewport shading from solid to material
preview.
This way we'll be able to preview our
textures in the 3D viewport even though
we're not in texture paint mode. And
this allows us to see in real time the
changes being made to our texture as we
move our UV map. So I can rotate this,
reposition,
and even scale it up if I wish.
So then I can begin remapping my UV map
to fit the texture that I have created.
And you can see the result here in the
3D viewport.
Full transcript without timestamps
When using a UV map as the basis for your image texture, it's important to note that you can always reposition your UV map on your texture. To do this, we need to go back to our UV editing workspace. So, let's do an example here. Let's say I wanted to create some shapes. And I'm going to create some red shapes. And I'm going to do so probably here, here, here, here, and here just as an example. So, at the moment, only one of these red shapes is visible on our texture. And the reason why is because it's the only one within the confines of the generated UV map. What I can do here is I can go to my UV editing workspace and I can press A to select my entire UV map. In the UV image editor, we can use the transform tools to grab, rotate, and scale our UV maps. So, I can hit G to move my UV map around my image texture. I can also press R to rotate and S to scale. Now, at the moment, if we take a look in our 3D viewport, we can't even see the texture. If I press the tab key to go back into object mode, it doesn't even appear to have been applied anymore. The reason why is because in the texture paint workspace, we were always working in texture paint mode. So, if you want to still be able to view this in the UV editor, you could go to the texture paint workspace, but because we're in texture paint mode instead of edit mode, we can no longer see the UV map. So, in this example, we would need to keep it in edit mode. However, another thing we can do is we can change our viewport shading from solid to material preview. This way we'll be able to preview our textures in the 3D viewport even though we're not in texture paint mode. And this allows us to see in real time the changes being made to our texture as we move our UV map. So I can rotate this, reposition, and even scale it up if I wish. So then I can begin remapping my UV map to fit the texture that I have created. And you can see the result here in the 3D viewport.
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