Wednesday, 2 May 2012

Canada UV Maps

here are the UV maps I did for Canada, when it came to UV Mapping on Maya I had to UV most of the faces as for the style I was going for however with it been a 2d sidecrolling game i did not have to worry about texturing the back however I did it anyway because I wanted to complete full textured assets which I could potentially use as 3D assets for future projects if I need them or even to show on my showreel, So below are all the UV maps and textures which I used for the Canada Level. as you can see, just look how simple the textures are there mainly block colours with a bit of detail whether is is some jam or cream and then I just added a black outline, for some of the textures I thought ahead such as texture below which only shows 1 yellow icing sugar curve. Thats because they was no point in adding any more because they would be covered up by the Chocolate mill as thats the position that asset is located on the game. It was important to group the UV Maps as it saves plenty of time instead of doing each UV Map individually, that and some of the assets I could duplicate if I think I needed more. The most challenging UV map was the Ice Cream mountain due mainly to the shape and the fact there was a whole which the player could walk through, I still struggled with texturing cylinders and is an area i need to experiment with further to gain a better method. I realised the UV map may be a bit messed up at the top but you won't be seeing that when we put the main camera in on unity. Apart from that Im really happy with the textures, some wonder tones of colour which give a great feeling of a dessert dish and represent canada well. The only other issue I'm not happy about is the tower building as I struggled with that as i wasn't really sure how to go around texturing as Struggled to find something it could be represented with as food so i went with it and it will do even though I'm still not happy with it. That and the cupcake which I have mentioned before, I ruined that by trading to save on polygons a little too much but with explore the possibilities to try and improve the quality on that asset.









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