Finally finished organising the UVs into something I can work with for textures. For the majority of the UVing I've just been using planar mapping, and keeping the projection height and width ratio in proportion with one another. Admittedly I do have the habit of using automatic mapping, but I've slowly been teaching myself to move away from that.
The brief allows me to use a maximum texture size of 1024 by 1024 pixels. It doesn't, however, specify how many texture maps may be used, so I am contemplating using 1x 1024x1024 map for everything except the mainy body of the extractor, and then using another for the main body, or possibly 512x512 for that part. The trouble with doing that is then every map i intend to use (diffuse, specular, normal (maybe emission)) will have to be doubled too. So instead of 3 or 4 maps for the model, I'll have 6 or 8 which is a bit excessive really. I'm thinking of doing this because it might be a little too small to fit any sort of fine details on, but I'm not starting the creation of the textures until at least tomorrow, so I have time to weigh the pros and cons.
The below pictures are of the model, the model's UVs in the UV Texture Editor, and the final output of the UVs in .PNG image format (with a black background). I find .PNGs are the best output, as the UVs are already alpha'd correctly, and so I can place them on top of my layers in Photoshop to work more accurately.
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| Excavator in Maya |
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| Excavator in UV Texture Editor |
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| UV output as a .PNG image format |
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