How do I UV unwrap a half sphere?












1












$begingroup$


Uv Unwrapping, Smart UV project function



Ladybug Template



Ladybug distortion of image



Hello, I am a beginner in Blender and I have tried to make a ladybug for my project. I managed to model it, but now I have to add a ladybug texture to it. I heard that by using the "Smart UV Project" function, I can easily add my Ladybug pattern to it. However, after doing this, my image started to distort. Now as you can see, the ladybug's patterns has gone really wrong and I don't know how to fix it, so is there any way I can fix this problem and make my ladybug work?










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  • $begingroup$
    You have a lot of polygons there! That's going to make UV unwrapping a little harder. Try opening your texture image in your UV/Image editor viewport (Image->Open Image), and it will show you how your geometry lines up with the picture. Then you can move those verts around to change how the image lines up with the model. You can also export the UV layout to an image (UVs->Exoprt UV Layout) - this gives you a pattern to draw your texture over, like a coloring book.
    $endgroup$
    – Adam
    Jan 12 at 14:02
















1












$begingroup$


Uv Unwrapping, Smart UV project function



Ladybug Template



Ladybug distortion of image



Hello, I am a beginner in Blender and I have tried to make a ladybug for my project. I managed to model it, but now I have to add a ladybug texture to it. I heard that by using the "Smart UV Project" function, I can easily add my Ladybug pattern to it. However, after doing this, my image started to distort. Now as you can see, the ladybug's patterns has gone really wrong and I don't know how to fix it, so is there any way I can fix this problem and make my ladybug work?










share|improve this question









$endgroup$












  • $begingroup$
    You have a lot of polygons there! That's going to make UV unwrapping a little harder. Try opening your texture image in your UV/Image editor viewport (Image->Open Image), and it will show you how your geometry lines up with the picture. Then you can move those verts around to change how the image lines up with the model. You can also export the UV layout to an image (UVs->Exoprt UV Layout) - this gives you a pattern to draw your texture over, like a coloring book.
    $endgroup$
    – Adam
    Jan 12 at 14:02














1












1








1





$begingroup$


Uv Unwrapping, Smart UV project function



Ladybug Template



Ladybug distortion of image



Hello, I am a beginner in Blender and I have tried to make a ladybug for my project. I managed to model it, but now I have to add a ladybug texture to it. I heard that by using the "Smart UV Project" function, I can easily add my Ladybug pattern to it. However, after doing this, my image started to distort. Now as you can see, the ladybug's patterns has gone really wrong and I don't know how to fix it, so is there any way I can fix this problem and make my ladybug work?










share|improve this question









$endgroup$




Uv Unwrapping, Smart UV project function



Ladybug Template



Ladybug distortion of image



Hello, I am a beginner in Blender and I have tried to make a ladybug for my project. I managed to model it, but now I have to add a ladybug texture to it. I heard that by using the "Smart UV Project" function, I can easily add my Ladybug pattern to it. However, after doing this, my image started to distort. Now as you can see, the ladybug's patterns has gone really wrong and I don't know how to fix it, so is there any way I can fix this problem and make my ladybug work?







uv






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share|improve this question




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asked Jan 12 at 13:31









NicoleNicole

61




61












  • $begingroup$
    You have a lot of polygons there! That's going to make UV unwrapping a little harder. Try opening your texture image in your UV/Image editor viewport (Image->Open Image), and it will show you how your geometry lines up with the picture. Then you can move those verts around to change how the image lines up with the model. You can also export the UV layout to an image (UVs->Exoprt UV Layout) - this gives you a pattern to draw your texture over, like a coloring book.
    $endgroup$
    – Adam
    Jan 12 at 14:02


















  • $begingroup$
    You have a lot of polygons there! That's going to make UV unwrapping a little harder. Try opening your texture image in your UV/Image editor viewport (Image->Open Image), and it will show you how your geometry lines up with the picture. Then you can move those verts around to change how the image lines up with the model. You can also export the UV layout to an image (UVs->Exoprt UV Layout) - this gives you a pattern to draw your texture over, like a coloring book.
    $endgroup$
    – Adam
    Jan 12 at 14:02
















$begingroup$
You have a lot of polygons there! That's going to make UV unwrapping a little harder. Try opening your texture image in your UV/Image editor viewport (Image->Open Image), and it will show you how your geometry lines up with the picture. Then you can move those verts around to change how the image lines up with the model. You can also export the UV layout to an image (UVs->Exoprt UV Layout) - this gives you a pattern to draw your texture over, like a coloring book.
$endgroup$
– Adam
Jan 12 at 14:02




$begingroup$
You have a lot of polygons there! That's going to make UV unwrapping a little harder. Try opening your texture image in your UV/Image editor viewport (Image->Open Image), and it will show you how your geometry lines up with the picture. Then you can move those verts around to change how the image lines up with the model. You can also export the UV layout to an image (UVs->Exoprt UV Layout) - this gives you a pattern to draw your texture over, like a coloring book.
$endgroup$
– Adam
Jan 12 at 14:02










2 Answers
2






active

oldest

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1












$begingroup$

It will be hard to have perfect circles on your ladybug this way. You could do it several other ways, but here are 3 ways to do it:



1) DIRECT PAINTING




  • Unwrap your semi-sphere in Blender.

  • Prepare a red image texture in the UV/Image Editor

  • Plug the Image Texture node with your image in a Diffuse (and plug the Diffuse in the Output).

  • In the 3D View window, switch to Texture Paint mode and paint your black dots with a very steep curve brush.


enter image description here



2) PAINT A MASK




  • Unwrap your semi-sphere in Blender.

  • Create a 100% white texture and plug it in a Diffuse (and plug the Diffuse in the Output).

  • In the 3D View window, switch to Texture Paint mode and paint your black dots with a very steep curve brush.

  • Now change your node organization and use your texture as a factor in a mix between 2 Diffuse nodes: one black and one red.


enter image description here



3) TRANSFORM A PLANE INTO A SPHERE



You could also create a plane, map your pattern on it, transform it into a sphere with some Simple Deform modifiers / Bend mode, then cut the sphere in half: How to animate morphing a rectangular plane into a sphere






share|improve this answer











$endgroup$













  • $begingroup$
    yes you're right, I'm going to edit ;)
    $endgroup$
    – moonboots
    Jan 12 at 18:33



















1












$begingroup$

Use the primitive's default UV map



It looks like it might not take too long to remodel your bug...



When a new primitive is added there is the option to create the default UV map.



enter image description here



Then tab into edit mode and selecting all, switching to UV editor layout



enter image description here



This was a really quick effort, with all the UV selected and scaled by eye to match the texture image as in question. (eg without rotating image lol)



The nature of the default mapping is equirectangular 360 degrees longitude "U" by 180 degrees latitude (2 x 1) "V". Will be best at the equator and worst at the poles.



enter image description hereImage from the wiki Equirectangular Projection. showing how dots are distorted toward the pole.



enter image description hereas an image to default UVMap, see how they are now all dots



A black line across top of image would translate to black dot on pole, similarly to how (ant)arctic circles appear across the top and bottom of world map



For half a sphere, delete a half of sphere.






share|improve this answer











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    2 Answers
    2






    active

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    2 Answers
    2






    active

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    1












    $begingroup$

    It will be hard to have perfect circles on your ladybug this way. You could do it several other ways, but here are 3 ways to do it:



    1) DIRECT PAINTING




    • Unwrap your semi-sphere in Blender.

    • Prepare a red image texture in the UV/Image Editor

    • Plug the Image Texture node with your image in a Diffuse (and plug the Diffuse in the Output).

    • In the 3D View window, switch to Texture Paint mode and paint your black dots with a very steep curve brush.


    enter image description here



    2) PAINT A MASK




    • Unwrap your semi-sphere in Blender.

    • Create a 100% white texture and plug it in a Diffuse (and plug the Diffuse in the Output).

    • In the 3D View window, switch to Texture Paint mode and paint your black dots with a very steep curve brush.

    • Now change your node organization and use your texture as a factor in a mix between 2 Diffuse nodes: one black and one red.


    enter image description here



    3) TRANSFORM A PLANE INTO A SPHERE



    You could also create a plane, map your pattern on it, transform it into a sphere with some Simple Deform modifiers / Bend mode, then cut the sphere in half: How to animate morphing a rectangular plane into a sphere






    share|improve this answer











    $endgroup$













    • $begingroup$
      yes you're right, I'm going to edit ;)
      $endgroup$
      – moonboots
      Jan 12 at 18:33
















    1












    $begingroup$

    It will be hard to have perfect circles on your ladybug this way. You could do it several other ways, but here are 3 ways to do it:



    1) DIRECT PAINTING




    • Unwrap your semi-sphere in Blender.

    • Prepare a red image texture in the UV/Image Editor

    • Plug the Image Texture node with your image in a Diffuse (and plug the Diffuse in the Output).

    • In the 3D View window, switch to Texture Paint mode and paint your black dots with a very steep curve brush.


    enter image description here



    2) PAINT A MASK




    • Unwrap your semi-sphere in Blender.

    • Create a 100% white texture and plug it in a Diffuse (and plug the Diffuse in the Output).

    • In the 3D View window, switch to Texture Paint mode and paint your black dots with a very steep curve brush.

    • Now change your node organization and use your texture as a factor in a mix between 2 Diffuse nodes: one black and one red.


    enter image description here



    3) TRANSFORM A PLANE INTO A SPHERE



    You could also create a plane, map your pattern on it, transform it into a sphere with some Simple Deform modifiers / Bend mode, then cut the sphere in half: How to animate morphing a rectangular plane into a sphere






    share|improve this answer











    $endgroup$













    • $begingroup$
      yes you're right, I'm going to edit ;)
      $endgroup$
      – moonboots
      Jan 12 at 18:33














    1












    1








    1





    $begingroup$

    It will be hard to have perfect circles on your ladybug this way. You could do it several other ways, but here are 3 ways to do it:



    1) DIRECT PAINTING




    • Unwrap your semi-sphere in Blender.

    • Prepare a red image texture in the UV/Image Editor

    • Plug the Image Texture node with your image in a Diffuse (and plug the Diffuse in the Output).

    • In the 3D View window, switch to Texture Paint mode and paint your black dots with a very steep curve brush.


    enter image description here



    2) PAINT A MASK




    • Unwrap your semi-sphere in Blender.

    • Create a 100% white texture and plug it in a Diffuse (and plug the Diffuse in the Output).

    • In the 3D View window, switch to Texture Paint mode and paint your black dots with a very steep curve brush.

    • Now change your node organization and use your texture as a factor in a mix between 2 Diffuse nodes: one black and one red.


    enter image description here



    3) TRANSFORM A PLANE INTO A SPHERE



    You could also create a plane, map your pattern on it, transform it into a sphere with some Simple Deform modifiers / Bend mode, then cut the sphere in half: How to animate morphing a rectangular plane into a sphere






    share|improve this answer











    $endgroup$



    It will be hard to have perfect circles on your ladybug this way. You could do it several other ways, but here are 3 ways to do it:



    1) DIRECT PAINTING




    • Unwrap your semi-sphere in Blender.

    • Prepare a red image texture in the UV/Image Editor

    • Plug the Image Texture node with your image in a Diffuse (and plug the Diffuse in the Output).

    • In the 3D View window, switch to Texture Paint mode and paint your black dots with a very steep curve brush.


    enter image description here



    2) PAINT A MASK




    • Unwrap your semi-sphere in Blender.

    • Create a 100% white texture and plug it in a Diffuse (and plug the Diffuse in the Output).

    • In the 3D View window, switch to Texture Paint mode and paint your black dots with a very steep curve brush.

    • Now change your node organization and use your texture as a factor in a mix between 2 Diffuse nodes: one black and one red.


    enter image description here



    3) TRANSFORM A PLANE INTO A SPHERE



    You could also create a plane, map your pattern on it, transform it into a sphere with some Simple Deform modifiers / Bend mode, then cut the sphere in half: How to animate morphing a rectangular plane into a sphere







    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited Jan 12 at 18:49

























    answered Jan 12 at 14:18









    moonbootsmoonboots

    10.1k2817




    10.1k2817












    • $begingroup$
      yes you're right, I'm going to edit ;)
      $endgroup$
      – moonboots
      Jan 12 at 18:33


















    • $begingroup$
      yes you're right, I'm going to edit ;)
      $endgroup$
      – moonboots
      Jan 12 at 18:33
















    $begingroup$
    yes you're right, I'm going to edit ;)
    $endgroup$
    – moonboots
    Jan 12 at 18:33




    $begingroup$
    yes you're right, I'm going to edit ;)
    $endgroup$
    – moonboots
    Jan 12 at 18:33













    1












    $begingroup$

    Use the primitive's default UV map



    It looks like it might not take too long to remodel your bug...



    When a new primitive is added there is the option to create the default UV map.



    enter image description here



    Then tab into edit mode and selecting all, switching to UV editor layout



    enter image description here



    This was a really quick effort, with all the UV selected and scaled by eye to match the texture image as in question. (eg without rotating image lol)



    The nature of the default mapping is equirectangular 360 degrees longitude "U" by 180 degrees latitude (2 x 1) "V". Will be best at the equator and worst at the poles.



    enter image description hereImage from the wiki Equirectangular Projection. showing how dots are distorted toward the pole.



    enter image description hereas an image to default UVMap, see how they are now all dots



    A black line across top of image would translate to black dot on pole, similarly to how (ant)arctic circles appear across the top and bottom of world map



    For half a sphere, delete a half of sphere.






    share|improve this answer











    $endgroup$


















      1












      $begingroup$

      Use the primitive's default UV map



      It looks like it might not take too long to remodel your bug...



      When a new primitive is added there is the option to create the default UV map.



      enter image description here



      Then tab into edit mode and selecting all, switching to UV editor layout



      enter image description here



      This was a really quick effort, with all the UV selected and scaled by eye to match the texture image as in question. (eg without rotating image lol)



      The nature of the default mapping is equirectangular 360 degrees longitude "U" by 180 degrees latitude (2 x 1) "V". Will be best at the equator and worst at the poles.



      enter image description hereImage from the wiki Equirectangular Projection. showing how dots are distorted toward the pole.



      enter image description hereas an image to default UVMap, see how they are now all dots



      A black line across top of image would translate to black dot on pole, similarly to how (ant)arctic circles appear across the top and bottom of world map



      For half a sphere, delete a half of sphere.






      share|improve this answer











      $endgroup$
















        1












        1








        1





        $begingroup$

        Use the primitive's default UV map



        It looks like it might not take too long to remodel your bug...



        When a new primitive is added there is the option to create the default UV map.



        enter image description here



        Then tab into edit mode and selecting all, switching to UV editor layout



        enter image description here



        This was a really quick effort, with all the UV selected and scaled by eye to match the texture image as in question. (eg without rotating image lol)



        The nature of the default mapping is equirectangular 360 degrees longitude "U" by 180 degrees latitude (2 x 1) "V". Will be best at the equator and worst at the poles.



        enter image description hereImage from the wiki Equirectangular Projection. showing how dots are distorted toward the pole.



        enter image description hereas an image to default UVMap, see how they are now all dots



        A black line across top of image would translate to black dot on pole, similarly to how (ant)arctic circles appear across the top and bottom of world map



        For half a sphere, delete a half of sphere.






        share|improve this answer











        $endgroup$



        Use the primitive's default UV map



        It looks like it might not take too long to remodel your bug...



        When a new primitive is added there is the option to create the default UV map.



        enter image description here



        Then tab into edit mode and selecting all, switching to UV editor layout



        enter image description here



        This was a really quick effort, with all the UV selected and scaled by eye to match the texture image as in question. (eg without rotating image lol)



        The nature of the default mapping is equirectangular 360 degrees longitude "U" by 180 degrees latitude (2 x 1) "V". Will be best at the equator and worst at the poles.



        enter image description hereImage from the wiki Equirectangular Projection. showing how dots are distorted toward the pole.



        enter image description hereas an image to default UVMap, see how they are now all dots



        A black line across top of image would translate to black dot on pole, similarly to how (ant)arctic circles appear across the top and bottom of world map



        For half a sphere, delete a half of sphere.







        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited Jan 13 at 2:21

























        answered Jan 12 at 14:49









        batFINGERbatFINGER

        23.5k42671




        23.5k42671






























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