Then UV map it, then duplicate and place it todo finish your model. Again the most optimal bien todo do this is todo first model 1 Spike. Similarly there are a lot of spikes in the model, and it Will take some time for you todo duplicate all those objects, rotate them, and place them. In this example the monster has a spiked club, and a los a helmet with spikes on it. This Will clearly save you a ton of time.Ī second example is for smaller repetitive objects in your model. Same thing for the Windows and other repeating Items in the model. Instead, y modeled 1 woden beam, then i UV mapped that beam, textured it(Although you can texture it at a later stage), then added it todo the model, duplicating the objects as i neded. If i had todo modeled this entire house, normal method would have ben todo first model it then UV Unwrap each repeatable part individually. Take a look at the red colored woden beams in the fig1, they are repeated all over the model and the Windows are repeated to, as well as the Sharp pointed polls sticking th rouge the rof. The best bien todo explain this is todo give some examples.Įxample 1 shows an image of a Low polygon house, with and without a wireframe.īoth UV mapping and texturing on this model was done Even before the modeling was Compleete. The reason for this is todo save you time with UV mapping when you get todo that stage. There are, however, Many diferent ways todo go about doing this, mainly dependent on what your model is.īefore you Even start todo model, you should a los be planning & Thinking about UV mapping & texturing. I Will focus on a simple Low polygon, symmetrical, game model. What im going todo explain here is how i go about preparing, or setting up a model for UV mapping. It can be frustrating and take up bien todo much time if you dont do it properly or are lazy about it however. Once you get it, and understand it, it really not very hard at all. Uv mapping is a skill that takes a lot of time, practice, and experimentation todo máster. Preparing a model Low poly for UV mapping.
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