Saturday, 19 December 2015

3D Modelling for Computer Games - Encountering an issue

Upon the creation of my higher polygonal mesh, I noticed I had neglected to UV my low polygonal mesh, and as such needed to UV the low mesh to prepare it for baking, I would then have to rebuild the higher polygonal mesh, though I do not see that portion being a problem at all.

I began selecting different sections of my containment chamber via facial selection and projecting each using a variation of cylindrical and planar projections. Due to the shape of the containment chamber I felt this would be the easiest and most appropriate method to use.
Following this process I used the tools provided within Maya's texture editor to flip, scale and place my UVs within my 0 to 1 texture space, making sure the UV's were facing the right way and sized adequately in accordance with the level of detail required, and whether they would be seen in-game or not. This is why the faces on the underside of the containment chamber have been scaled down in comparison to the faces on the very top, as can be seen below.



At this point, I feel as though the UV's are laid out well, though there may yet be further improvements made to things like the texel density, as it is not perfectly even and if necessary, I will modify it further to produce a more preferable, even layout to the UV sheet.

My next step will be retopologising the higher polygonal mesh again, this will of course be subject to more changes if the UV layout changes at any point.

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