@Litrary-cheese

So... A uv is like a blanket for 3d objects?

@knvs2931

Gddamn I always thought UV stood for "Ultraviolet" and never understood WHY a texture map was called that way

@nonumbersinthishandle

I have been doing 3D design for a while now and I never really questioned why it was UV... just kinda accepted it 😆

@zoade5178

Great video! I like to think about UV maps like wrappers from candies (like the chocolate santa)

@Worthsday

I think a great way to visualize how UVs wrap around an object is to look at paper models.

@bogidi932

Dude your videos make me feel like 3D is a thing that a mortal could comprehend

@nukedukem9736

I have a degree in this kind of shit so I love seeing people explain it in all sorts of ways

@Mj-ez7vy

In computer graphics, W is used to denote homogeneous coordinates, which is essentially an extra dimension needed for certain transformations of objects. E.g. a translation matrix for a 3D object is 4x4, and uses 4D coordinates (X/Y/Z/W), with "W" usually equaling 1 for objects and zero for normals, although that can vary depending on what transformations have already been performed.

I had thought that was the reason "W" was reserved, but I honestly have no idea beyond that assumption lol

@KitsuneFaroe

UV basically are texture coordinates, different  from spatial coordinates.

They are not exclusive to 3D, but 3D commonly tinkers with them more often so is more mentioned in that topic.

@EtronX348

I learned UV wrapping and unwrapping in university last year

@LeoLivewire

Your explanation made this so much easier to understand thank you very much

@JonFawkes

I always thought UV was an acronym but never know what it was an acronym for

@FissionMetroid101

W isn't always reserved for rotational coordinates!  UVW exists for 3D textures

@Rose-rx7ly

It took me MONTHS to figure this out on my own .... To think how much time 60 seconds could of have saved me xD

@fabulog7010

now try doing one of these 60 second shorts explaining quaternions lol

@DaesDroolMoes

These nighmare skin textures...
Imagine yourself unskinned on flat surface

@LaptopGamingAndAnimating

ok what is up with that complex model near the end

@nyxa8734

it's wrong to say W isn't used for UV's. Spatial coordinates do default to XYZ usually, but UVs can have 3D coordinates too, for 3D textures; in which case the coordinates are UVW.

XYZ, UVW. It's also wrong to say we /need/ a W coordinate for rotations; that's only when using Quaternions, not Rotors or Rotators. those just happen in 3 dimensions.

@AnesPro0

Will you make Godot tutorials anytime soon?

@thegamesirege

I've would never have discovered that on my own OwO Great explanation!

God bless y'all❤ ^w^