Before I can texture my assets or create light maps I need to create UV maps for my meals. UV mapping is the 3D modelling process of placing a 2D texture onto the surface of a 3D model. As the XYZ axis are already used in the 3D space, we have to use U and V for the axis in the 2D space. So when these two are applied together U and V axis of the 2D texture it projects its coordinates onto the 3D models axis of XYZ. We can't texture onto a 3D model so we have to unwrap each side of the model so that it is flat, but still shares the same UV grid as when projected it will need the coordinates of this UV grid as it shares the same location with the vertex of the 3D model. How I created these UV for my models I selected the model I wanted went to the UV editor and I have the basic UV that Maya had made for me from here I have two options I can press, automatic UV which will do its best and work out my UV for me and the space they need and all I will have to do is rearrange the UV and scale them or I can select each shell and planar it, this works better if I want multiple shells connect together as shown in the photo below. After I created the UV for my models I then use the 'display chequered tiles' to place a chequered overlay on my 3d models this is where I do the final scaling of my shells and make sure they are lined up the grid and the squares are square as possible. *note: Smaller the squares higher the texture resolution will be*
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1/3/2024 05:47:25 am
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AuthorWelcome to my blog about my game design and 3D modelling work Archives
December 2016
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