Monday 5 March 2012

Ned Bunsem UV Mapping

The next process which was needed was the process of UV mapping the Ned Bunsem model which is a difficult process in which i had to maintain the areas of the model in the UV map to allow myself to know what areas i am working with and as you can see i did break the areas such as arm, leg, hands and so on to allow myself to focus on certain areas. The fact that the areas had been broken into separate pieces and done through only have of the model is because i realised that the model would be symmetrical would not need additional UV maps so i could focus on one half but when it had come to adding individual bits of details i would do so by taking the faces of that explicit area and UV mapping it to be textured separately. The reason why the route of taking away individual faces didn't matter was due to the model consisting of block colours which is why the high level UV mapping was not needed, for example taking the face and having it UV mapped separately, where as Neds face is primarily made up of his glasses and his smile and right now i am at the stage of texturing Ned with block colours as areas of detail, the reason for this is because the size of the character is not at scale of which high levels of detail will be noticeable.

No comments:

Post a Comment