- UV mapping basics
- Controlling how UV mapping handles scale
- Displaying viewport maps correctly
- Testing and resetting UVs
- Choosing a texture type
- Mapping NURBS and Bézier surfaces
- Making UV seams
- Grouping, storing, and reusing UV seam selections
- Using seams with pelt mapping
- Selecting and manipulating UVs
- Sewing shared points
- Installing the Game Development Toolset
Skill Level Intermediate
- [Instructor] Hello and welcome to our Houdini UVW Mapping course. My name is Joel Bradley, and I am excited to get the chance to share the tools and techniques that I use in my UVW Mapping workflow when working in Houdini 16 and 16.5. To help us get up to speed as quickly as possible with the UVW Mapping tools in Houdini, we will first of all cover some basic UVW info, as well as take a quick look at the tool options and workflows available. UV views, setting view port map fidelity, using debugging notes and more will be covered.
Next we will take a look at the UV texture, and UV project options, focusing quite a bit on the texture types, projection axis, and transform options that we have available. We can then move on to making use of some of the most powerful UV options in Houdini as we put UV seams, groups, pelt mapping, and the flatten note to work. And as well as taking a look at the popular multi-tile approach to UV mapping and texturing. We will then dig into the UV edit note, which lets us translate our UV clusters, our shells, as well as giving us the ability to sew our state share points together.
And then for the final set of exercises, we will spend some time looking at the game development tool kit that can be installed as a Houdini add-on, focusing specifically on the extra UV tools that it brings to the table, which are the autoUV and UV stacker notes. As we have plenty to keep us occupied for the next couple of hours, let's move on and get started with our UV Mapping in Houdini course.