Step 2: UV Setup

第二步: UV 设置

Step 2

第二步

In Step 2, you choose how the UV mesh should be recalculated (if at all). You can also choose whether the objects or materials should share the same texture or each be assigned their own separate texture.

在步骤2中,您选择如何重新计算 UV 网格(如果有的话)。你也可以选择物体或材质是否应该共享相同的纹理,或者每个物体或材质应该分配自己独立的纹理。

Recalculate UV

重新计算紫外线

Disable this option if the objects already have UVs suitable for painting. Otherwise leave the option enabled and the Paint Setup Wizard will optimize the UVs.

如果对象已经有适合绘制的 uv,则禁用此选项。否则,启用该选项,绘图安装向导将优化 uv。

Automatic Packed UVs
Optimal Cubic Mapping

自动包装的最优立方映射

Optimal Angle Mapping

最佳角度映射

Realign

重新调整

The functions that can be enabled here correspond to the following, including their settings:

这里可以启用的功能对应于以下几点,包括它们的设置:

The Realign algorithm only works for objects which already have a UV mesh assigned. 重新排列算法只适用于已经分配了 UV 网格的物体

Single Material Mode

单一材质模式

Single Material Mode was enabled to share one material between four objects. 单一材质模式可以在四个对象之间共享一种材质

Enable this option if you want the objects to share the same material. This is especially useful if you are designing characters for games where you need to be as efficient as you possibly can with the textures. Each object will be assigned its own UV mesh and portion of the texture. You will still be able to paint the objects separately even though they share the same material (see the picture above).

如果希望对象共享相同的材质,请启用此选项。如果你正在为游戏设计角色,你需要尽可能高效的使用纹理,那么这个特别有用。每个对象将被指定其自己的 UV 网格和纹理的一部分。你仍然可以单独绘制物体,即使它们使用相同的材质(见上图)。

If on the other hand you want a separate material assigned to each object, disable the option. The materials and textures will be named according to the names of the objects.

另一方面,如果您希望为每个对象分配一个单独的材质,请禁用该选项。材质和纹理将根据对象的名称来命名。

Previous, Next

上一页,下一页

Click Previous to go back to Step 1 or click Next to proceed to Step 3.

单击“上一步”返回到步骤1,或单击“下一步”继续到步骤3。