www.spacymen.com

UV2UV - The UV based morphing tool

Here are a bit more informations about UV2UV that I was able to find back after I lost my Spacymen websites.
It's about all I could save... but should be enough to let you use it.
The UV2UV website had much more to offer including advanced tutorials.
If I find more on my old hard drives I will add them here.

WHAT is UV2UV ?

UV2UV is a reverse texturing tool used to produce high quality 2D texture files as bitmap.
It is NOT another UV coordinates manipulation tool...

...BUT it's unique improved algorithm allows UV2UV to produce high quality texture files in an original way, producing results that can not or hardly be achieved by other softwares.

WHAT is "UV BASED MORPHING" ?

UV2UV has a completely new texture creation approach : it acts like a morphing tool.
A source texture file is needed in order to produce a new target texture file.

To do so, UV2UV also needs a source and a target .OBJ file (of the same object but with different UV coordinates).
Based on the UV matching of these two .OBJ files, a new texture can be produced from the source texture file.

WHY do I need it ?

Whenever you need to modify the UV mapping of an object AFTER you have built its texture, you need UV2UV to fit this texture back to the newly mapped object.

Imagine you have a nice texture that suits an object for which you need to rebuild the UV coordinates.

If you reuse the same texture after UV manipulation you will probably have matching problems.
UV2UV will redraw the new texture for you with a very efficient result.

With UV2UV the choice of the mapping method (projection mode) is no more irreversible and can be changed at any stage of your texturing process.

HOW long is the process ?

As you might know, texturing an object is a very time consuming task ! It includes the UV mapping process and the 2D texture creation in itself. Unfortunately, UV2UV will NOT do all this job for you...

...BUT it will be very helpfull if you need to rearrange UV coordinates of your object AFTER you have spent hours creating your 2D texture.

With the help of UV2UV you won't have draw it again, keeping all the benefits of your previous 2D artwork !

And this will be done in no time... (from a few seconds to several minutes depending on the size of your bitmap texture).

HOW simple is it ?

UV2UV is a simple 3-steps process you need to follow.
It has been built as a wizard therefore maximizing understanding while minimizing the number of user inputs.

No particular 2D or 3D knowledge is required.

The animation above shows how UV2UV can be used to post-edit an AUVtile texture.

WHAT else is needed to use UV2UV ?

UV2UV is a stand-alone application.

But in order to completely achieve a texturing project you will also need an application that enables UV mapping manipulations.

You can use your favorite 3D package or a specific tool like UV Mapper.

You will also need a 3D application (3D viewer or renderer) in order to look how your new UV2UV texture perfectly suits your object !

The UV2UV interface


Built as a wizard, the user interface is a 3-steps process offering a maximum user comprehension while minimizing possible inputs errors.

You only need to follow the different steps of the wizard.

NOTE :
All the screenshots on this tutorial are active and you can use their buttons to navigate thru the tutorial. You can also click on a screenshot at any step to launch an html UV2UV simulation.

INTRO :

This first screen is for information only.

It provides copyright informations and access to the Spacymen's website.
The access to the website can be found on every UV2UV screens.
Just click "Next"...

STEP 1 : Input Settings

UV2UV needs 3 inputs in order to work.

2 Source files :

  • One object file with UV mapping (.OBJ)
  • Its texture file as a bitmap (.BMP)

1 Target file :

  • Same object file with another UV mapping

Just locate your source files.

The precision is initially set to 4 decimals. This value is enough for most 3D projects and gives fast processing time.
You can increase this value if you need more precision, but doing so will also increase processing time...

Click "Next".

STEP 2 : Output settings

The goal of UV2UV is to create a new target texture bitmap file (.BMP 24 bits).
Name and locate where you want to save it.

The default size is set to 1024 x 1024 (width by height).
But you can set it to whatever value you like.
Mind that increasing the size will also increase processing time and size on disk.

Optionally, you can also ask UV2UV to create a new .OBJ with its own Material library (Mtllib).
Which is usefull if you intend to render your object right away. The UV2UV resulting .OBJ will be ready for rendering because it will reference the new Mtllib.

Click "Next".

STEP 3 : Confirm and Render

At this stage, you are ready to render your new texture.

Make sure that all your previous choices fit your needs by reading the resume.
If not, use the "Previous" button to make changes.

Click on "Next" to proceed.
A progressbar will show during the process.

If you want to see the resulting bitmap, check the "Launch default viewer" checkbox.
This will open the resulting texture using your actual default viewer.

STATUS & STATISTICS

This screen will show when completed.

A resume of the rendering status is displayed with statistics on both the objects and the bitmaps used.
If you have checked the "Launch default viewer" at the previous step, your resulting texture is also displayed in your default viewer.

Note that you are not able to use the "Previous" button at this stage.
Use "Next" to keep using UV2UV and go back to the first screen or "Cancel" if you want to quit.

Published on 28/03/2025 by Anar