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  • What does unwrapping a model do and why is it important?
    UV unwrapping is the process of 'unfolding' a mesh so that you can create a 2D texture which fits the 3D object It is generally necessary if you wish to texture your object very accurately, either in Blender itself or in an external image editor If the model is not unwrapped then Blender would have to use a different mapping method, but you generally have less control of how the image will
  • How to properly unwrap my mesh? - Blender Stack Exchange
    I have personally found that unwrapping Suzanne (the blender monkey) to be one of the best ways to practice this unwrapping skill at a medium level without having to model a complex custom object yourself Doing this will allow you to immediately start practicing and build up confidence in UV unwrapping fast
  • What is the difference between Unwrap and Smart uv project?
    Smart UV Project is an automatic method of unwrapping a mesh If you choose this option Blender will try to automatically place new seams (it won't actually mark them on the mesh) and unwrap the mesh
  • The UV Unwrapping jumbled everything into a mess!
    The UV Unwrapping jumbled everything into a mess! Ask Question Asked 2 years, 2 months ago Modified 2 years, 2 months ago
  • Where to apply seams when unwrapping a head? - Blender Stack Exchange
    Just wondered if there's a 'benchmark gold standard' for where to apply seams when unwrapping a head, i e; include ears in the main island or exclude them, - where to roughly start and stop the center-seam etc etc
  • What is the best way to unwrap a sphere? - Blender Stack Exchange
    Incidentally, a lowish-poly billiard ball is exactly what I'm attempting to create However, my attempts at neatly unwrapping an icosphere have mostly failed (smart UV unwrap works perfectly for using baked textures, however I was hoping for something more like the example in the 6th post of this thread, with a nice clean rectangular map)
  • Geometry Nodes: UV unwrap - Blender Stack Exchange
    So therefore I prefer to manual unwrap so I have full control of the UV unwrapping Is it possible to project the faces of the gernerated mesh to a UV and sort them in a certain order, comparable with the capture attribute solution? This way the shape of the face stays when converted to UV's, like with the UV unwrap node
  • What is the difference between UV Unwrapping and UV Mapping?
    Unwrapping usually creates a UV map automatically - however, this map is not carved in stone While keeping the "skin's" parts, you can scale, rotate and move them in the UV Editor to map the UVs according to e g the textures they cover as needed




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