Toolkit 2 Pipeline 1: UV Layout

 

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. 


I started with the characters base head shape, using a planar to understand the shape I was working with.

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. 

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

Above, a finished UV mapped character. 

Above - UV snapshots of the characters torso and eyeballs, two separate TIFF files.   

Above - UV snapshots of the characters face and lower body, two separate TIFF files.   



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