UV mapping, texturing and shaders, rigging and animation

sean dixon
3 min readMar 25, 2016

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UV mapping is the process of projecting a 2D image onto the mesh of a 3D object to give it shape, detail and texture. This is achieved by putting the texture map to a set of coordinates above the classic x,y and z coordinates, known as the U and V coordinates, allowing the 3D object to essentially be painted. To find the UV map the 3D object must first be unwrapped.

Texturing is the process of applying an image to a 3D model. Textures are the flat images that are applied to a model to give it colour and detail rather than them being blank and boring. shaders, however, are what give a model extra detail that isn’t there, such as opacity ( whether you can see through it or not), reflectiveness, depth, can make it look like there is water dripping down the side of the object etc.

When a 3D model is completed it is given a system of bones and joints known as a rig or “skeleton”. The bones act as handles that the animators can move to shape and move the model into the desired pose. The bones and joints themselves are placed exactly where they would be in a real body, with a couple of exceptions. The joints and bones most follow a specific hierarchy for them to move and interact correctly, all joints should be connected to the root directly or indirectly through another joint.

Animation is the illusion of life through a succession of images or drawings that differ very slightly from each other. Animation is often associated with 2D and 3D movies and shows but there are multiple other animation techniques such as stop motion, such as wallace and gromit and pingu, and puppetry, such as the muppets or sesame street.

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