![]() And then use the Checker Map to keep UV ratios in-line with one another (or some spaces bigger/smaller as you need, like maybe the inside of the bulb a bit smaller). Try to keep that holey-bulb at the top in as few cuts as you can, unfold should lay it out for ya nicely. If you have the shells at more right angles, like those tubes and triangle pieces for example, you'll get better textures when baking since the pixels will line up with edges better. Most of my UV workflow tends to be a planar or camera-based projection (not automatic since it creates bad cuts), followed by hand cutting along an edge (find something that's in the back of the object, or a less-viewed/viewable side/area), unfolding and using 'Orient Shells' to get the shells to not be at weird/odd angles. I am also getting a lot of mileage out of Unfold, and Orient Shells in the basic UV Modify menu. I'll do what I can.īoth very good advice. The other 20% that takes 80% of the time is where you come in with the 3D cut and sew tool. Spherical mapping will get you to 80% there. (Quadrilateral if you want to get fancy).Īs well to keep things uniform make sure the tentacle things are as close to the same texel density as the top. Because a cylinder map is a generally a rectangle. Then I say to lay it out like a cylinder map because its one big peice, but being for a game you want to be sure the texel density is as uniform as can be for the most visible parts being laid out like a cylinder keeps things square and minimizes the chance for warping. ![]() The reason I say start with a sphere is because the general rule of thumb is to start with a UV mapping that more closely resembles the shape to begin with. ![]() I would treat the inside the eaxact same as the outer uvshell. The tentacle things I would put a seam at the bottom and one all the way up the back and maybe takenthe split at the back a little up over the top. Then lay that top out more like a cylinder map. If you want UV's to be right you HAVE to get your hands dirty.Īfter a spherical map I would put seams on the ceneter edge inside all of the swiss cheese holes and split it down tha back somewhere. Sphereical map it, but then take it a step further using the 3d cut and sew tool. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |