This section of
pipeline 1 prepares the character model for textures by arranging surfaces into 2D nets that can project flat images. The coloured pattern on the image above visualises the success of a UV map, as any distortion can be identified and fixed. If left, distortion will affect textures placed over problematic areas.
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I started with the characters base head shape, using a planar to understand the shape I was working with. |
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I mapped the face assets separately, including the eyeballs, head strap and ear pieces. These can share a UV map with more important geometry since they're small. |
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Above, the characters ear pieces and their UV map. It's important the UV maps maximise grid space, which can easily be done through modify > layout. |
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Above, a finished UV mapped character. |
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Above - UV snapshots of the characters torso and eyeballs, two separate TIFF files. |
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Above - UV snapshots of the characters face and lower body, two separate TIFF files.
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