However, I have learned a new tool for UV unwrapping. In the UV menu you can select one of these options. Depending on the shape of the object this can save you a lot of time. It unfolds the models UV's in the UV editor. An example is that is the 'Cylindrical' option would unwrap a models polygons for the viewpoint of a cylinder. This is much more time effective than doing a few polygons at a time and sewing them together.
The main issue that I have been having is that some polygons are in a very awkward position with the UV's centred in between an x and y axis. So the texture may look malformed compared to all of the polygons next to it. The way that I have to deal with this is to individually map out each polygon and sew them on shells of polygons. One more point is that I have been deleting vertices, edges and polygons for two reasons, to reduce my work for the UV unwrapping and because i am required to bake the model after mudbox process onto a low poly model.
My next steps are too finish the UV unwrapping and the texturing process by the beginning of next week.
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