Automatic UV-mapping

09.08.2007 Anton Volkov

Behind this strange words the classic problem — how correctly to assign a texture on a three-dimensional surface. For each three-dimensional point of object are set bidimentional — in texture coordinates system which named U (horisontal) and V (vertical). In any 3D modelling software there are various tools for the instruction of UV-coordinates.

Initially we planned to create all objects in 3DStudio MAX and convert in an internal format further. Even had time to develop this format and write the exporter. As a result we have decided to completely refuse from foreign 3D modelling software and to create the Flash-editor directly inside of game.

So, all 3D-models in game can cange dynamically at any time, therefore the human control of UV-coordinates is not real absolutely. Therefore UV-coordinates should calculate automatically. Also automapping is the important part on soft and fast illumination of objects.

Today we realized it:

Automatic UV-mapping

Controls:

  • Up/Down/Left/Right — to rotate object
  • Space — to distort object

4 Responses to “Automatic UV-mapping”

  1. Alternativa3D, nuevo motor 3D para Flash. - ExeBlog, desarrollo de videojuegos y más Says:

    […] automatic UV-mapping […]

  2. makc Says:

    The word is “implemented”. Any way, the demo seems to develop self-intersections in texture after you hold space long enough. Aren’t triangles supposed to be realigned in (like “unwrap” does in 3dmax, and not just projected to) UV space?

  3. Script.it » AS3.0 3D Engine: Alternativa Platform Says:

    […] automatic UV-mapping; […]

  4. automatic uv mapping Says:

    […] on a three-dimensional surface. For each three-dimensional point of object are set bidimentional …http://blog.alternativaplatform.com/en/2007/08/09/auto-uv-mapping1556228708 9781556228704 Modeling, UV Mapping, &amp Texturing 3D Game …1556228708 9781556228704 […]

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