This week I have been learning how to create and unwrap UVs
in Maya and simple texturing to give an object a sense of visual flare. In
order to produce the UVs for my treasure chest model created last week I used
the Automatic mapping function which as the name suggests automatically maps
the UVs of the object. This is a good way to start the UV mapping stage but it
does not produce the UVs in such a way that would be efficient in texturing.
By separating UVs and moving and sewing the edges I created
a UV map for the 3D model which utilizes a lot more space than the original
automatic mapping function. After this was completed I then begun texturing in
Adobe Photoshop using the brush function to provide a simple cartoonish colour
map which is outlined in the brief provided for the assessment I am working on.
I also painted a simple spec map to make the wood matte while giving the metal
a shinier appearance.
I am very pleased with the work I produced this week as it
was my first attempt at texturing a 3D model in unity and I think I managed to
make the visuals apply to the provided brief.
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