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7.2 Texturing and UV mapping for AR/VR assets

3 min readaugust 7, 2024

Texturing and UV mapping are crucial for creating realistic AR/VR assets. These techniques transform flat 2D images into lifelike 3D surfaces, giving depth and detail to virtual objects. Understanding , texture types, and advanced mapping methods is key to crafting immersive digital environments.

From basic color mapping to complex physically-based rendering, texturing breathes life into 3D models. Mastering these skills allows developers to create visually stunning and performance-optimized assets for AR/VR experiences, enhancing user engagement and realism.

UV Mapping

UV Unwrapping and Seams

Top images from around the web for UV Unwrapping and Seams
Top images from around the web for UV Unwrapping and Seams
  • UV unwrapping is the process of flattening a 3D model's surface into a 2D representation
  • Involves creating seams on the 3D model to determine how it will be cut and flattened
  • UV seams are the edges where the 3D model is cut to create the 2D unwrap
  • Placement of seams is crucial to minimize stretching and distortion of textures
  • Seams are typically placed along edges or in less visible areas of the model (back of a character's head)

Texture Atlases and Resolution

  • A is a single image that contains multiple textures or UV maps
  • Allows for efficient use of texture memory by packing multiple textures into one image
  • refers to the number of pixels in a texture image
  • Higher resolution textures provide more detail but require more memory
  • Texture resolution should be chosen based on the object's importance and viewing distance (higher resolution for closeup objects, lower for distant objects)

Texture Types

Texture Mapping and PBR Textures

  • is the process of applying 2D images or textures onto the surface of a 3D model
  • is a texturing approach that aims to simulate real-world material properties
  • PBR textures include base color, roughness, metallic, and normal maps
  • PBR allows for more realistic and consistent appearance of materials under different lighting conditions

Diffuse, Normal, and Specular Maps

  • Diffuse maps (also known as albedo or base color maps) define the color and basic appearance of a surface
  • Normal maps simulate surface details and bumps by encoding surface normals in the RGB channels
  • Normal maps add depth and detail to a surface without increasing polygon count (bricks, wrinkles, scratches)
  • Specular maps control the shine and of a surface
  • Specular maps define which areas of a material are more or less reflective (scratched metal, polished wood)

Advanced Texturing

Bump Maps and Alpha Maps

  • Bump maps are grayscale images that simulate surface irregularities and details
  • Bump maps create the illusion of depth by perturbing the surface normals during shading
  • Bump maps are less accurate than normal maps but require less memory (leather texture, concrete surface)
  • Alpha maps (also known as transparency or opacity maps) control the transparency of a material
  • Alpha maps define which parts of a texture are transparent or opaque
  • Alpha maps are useful for creating cutout effects or simulating translucent materials (leaves, glass, hair)
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© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.

© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.
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