UV Mapping

A UV map is a pass which records the way the pixels of an image should be displaced within the image plane, so that the warped texture looks like the textured geometry from the point of view of the CG camera. The UV map acts as a 2D distortion field, or a pixel look up table, recording where every pixel of an input image texture should be, had it been applied on a geometry filmed by the CG camera. It is a very effective way of faking 3D mappings, without having a single polygon. It is most effective when combined with a Normal map, which can be used to simulate the shading of the actual geometry even though everything is perfectly flat.

Applying a UV map to surface or geometry, warps its texture according to the defined UV. The U information is coded in the Red channel, while the V information is coded in the Green channel of the UV map image. For each pixel of the UV map, the red or green value corresponds to a given pixel on the unwrapped texture, and it is this pixel that gets displaced at the position of the same pixel in the attached surface or geometry.

Here are a few things to keep in mind when working with UV maps:

Flat texture

UV Map

Texture with UV Map applied