I recently stumbled across a shortcut to map an equirectangular image onto a sphere. It is exactly the reverse of the “traditional” way I have usually seen.
Create a UV sphere as a model if you wish.
Create a cylinder with the same number of segments and rings that you want. Leave top and bottom open.
Make a vertical seam, probably in the back.
Select all faces and simply “unwrap” onto equirectangular image. Scale/move to fill it.
Scale and move cylinder vertices into sphere positions (model is helpful). You can discard the model.
Takes only a few minutes and is very accurate. Unwrapping a UV sphere and editing takes forever.
Thanks, I will dig deeper.
The tutorial(s) I saw moved all the vertices around by hand. Obviously there are better ways. There are lots of important tricks to UV mapping, not always obvious.
Import image as a plane (image should be 2:1, 1024x512 e.g. ); i assume you’d want shadeless material - set it in import parameters before import.
Loopcut so that there are two square faces. Subdivide all 10 or more.
Ortho view on shortest edge, place 3d cursor approx 2 BU under the middle of plane (Shift-S snap cursor to grid);
Warp 180 deg;
Ortho view on longest edge - Warp 360 deg. Remove doubles, invert face normals if this will be a new World.
Tried “Stan Pancakes” first, works quite easily and well. In step #7, it seems to matter which rectangular face I select. If on the bottom row, everything is fine; if I use another random one, top and bottom halves are shifted by one face for some reason.
I never would have figured this one out on my own.
Tried “eppo” second. Almost worked for me. When I select all vertices and remove doubles, the UV map gets triangular faces on a couple edges.
Ultimately, it doesn’t matter. After the unwrap is done you can just select everything and go UVs -> Pack Islands. Check the options (F6) afterwards, might need to untick “Rotate”.
When I select all vertices and remove doubles, the UV map gets triangular faces on a couple edges.
Well, don’t select all Or deselect all the pole vertices before removing doubles.
Just to satisfy my curiosity - Stan Panakes, this method works beautifully, but why? When recreating top pole mesh by extruding and scaling 0, it gives back tri’s, but the UV map is quads? Strange. When I replaced the pole tri’s with quad fill, it worked, but not as elegantly as your method.
@techworker1 - how on earth does one manually move verts from a cylinder to form a sphere - lot of work involved there, I would think:)
Both methods seemed to sometimes give me tris at the pole holes (inconsistently). It confused me too. Basically things work OK, with a little extra noise at the poles.
This effort is trivial.
Front ortho view, transparent, vertex mode
Box-select a ring of vertices, scale, slide vertically, repeat a few times
Basically you should be looking at a model as your background.