Fantastic Voyage - Laying Out UV's

Spray Can Prop

I used a coloured grid with each UV Mapping process to help identify problematic seam areas. In this example, it helped me notice distortion on the seam line. 


I was able to fix the problem by removing the two ends of the cylinder, and then deleting the extra geometry that supported these surfaces. 


On small areas of the model, I wasn’t worried about visible seams and focused on removing distortion.




As I continued to Map UV’s, I learnt tricks for reoccurring problems; use the scale tool to resize the net if the grid texture reveals distortion.



Train Model

I decided to separate the components on my train as only the side and front will be visible. This ensures that both areas are as clean as possible.



Re-scaling the wheel’s faces helped fix any stretching and distortion.



Using methods learnt in an online ‘UV Masterclass’, I duplicated one wheel to recycle the correct UV’s.



I Re-used the wheels again on the secondary train carriage.



Used the same principles on the carriage body, split the UV’s into separate components to keep the required faces crisp.



This component (attaches carriages together) is not visible, but good practice to UV map.



Tree Model


This model was very ambitious to UV map. I Tried to make cuts in hidden areas, not seen by the camera, but this was unsuccessful once unfolded.



Manually cutting seams was unsuccessful, I found the ‘planar’ tool best for this tree model.



The Ranger

For the shirt, I used the Cylindrical unfold setting with additional cuts along the sleeves. I'm not concerned about these seams as real shirts have similar material margins.



I made sure to create cuts in discrete areas.




UV mapping the character’s legs was surprisingly challenging, but cutting off the feet helped prevent texture stretching.




Backpack straps help to disguise any imperfections in the shirt.



I decided to UV the character’s skin, but I plan to use a standard Maya material for this element of the model.




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