Knowing how to map UVS and how to create an evenly distributed UV layout is an important part of ensuring your textures look great. Laying out your UVs properly will ensure that each part of a 3D model gets the right amount of texture space proportionally.
The process of creating the UV layout is called 'Unwrapping' as it mimics the process of unwrapping an object, like a present.
A UV Map represents the surface of a 3D model, but flattened onto a 2D surface.
In regular circumstances we will try to keep the same proportion of the geometry in 2D as it was in 3D, while this is easy in some cases it can get quite tricky in others.
The following image taken from Wikipedia shows some examples on how a sphere tends to be UV mapped (though it could be mapped in different ways) and a cube below that.
UVs info hints and tricks
In many 3D packages a seamless texture can be tiled in order to get a crispier looking model, you will usually just specify the number of tiles (repeats) you wish to show up.
In HP Reveal tileable textures can be achieved by increasing the size of the UVs above 100% in the UV editor window in your 3d editor software of choice (remember the texture must be tileable in order to look seamless).
Let us see in the following example we have a seamless and tileable texture of a brickwall
If we apply this texture map to a plane to be uploaded to HP Reveal, and decide that the brick size is too big - if we consequently try to reduce the size in the texture map, we will lose texture resolution.
In order to tile it for HP Reveal we scale the UVs in the UV editor as shown in the following animation example: