3D Journal: Week 4
This was our first week where we officially learnt how to properly UV map and Texture a model. Our task was to create a simple dice model, create a UVMap for it and then a texture to go with said UVMap. Since the Dice was a simple smooth cube, it was relatively easy to UV Unwrap. However, we learnt about the use of Texel Density to create an accurate scale within our texture. Without the use of Texel Density, we would have some parts of the model have a 'scaled up' texture while perhaps a smaller piece of the model would be far too small in the UV Map to convey enough detail for it's size.
Fun fact: the model above is actually a Think Tank from Ghost In The Shell.
This was a process that I had failed to apply to my model previous UVMapped Bottle I made in Week 2. Learning the process of using correct Texel Density will allow me to create more effective UVMaps and textures in the future. However, I would like to argue that manipulating texel density for models that have a focal point (Perhaps a large object that the player can see from a distance and get up close to only a small part of it) is a viable method that I may make use of in the future.
Once I created the model and texture, I was unhappy with how flat the markings were. Actual dice have the 'dots' indented into the dice. So, I decided to try and recreate that with a Normal Map Generator making use of the texture I provided. While this isn't the optimal method for creating Normal Maps (It would be far better to make a high poly version of the dice and 'bake' it onto the lower poly version in the form of the normal map), it was enough to satisfy me and pass the time for the session (since I had completed the task of UVMapping and Texturing early).
Once I created the model and texture, I was unhappy with how flat the markings were. Actual dice have the 'dots' indented into the dice. So, I decided to try and recreate that with a Normal Map Generator making use of the texture I provided. While this isn't the optimal method for creating Normal Maps (It would be far better to make a high poly version of the dice and 'bake' it onto the lower poly version in the form of the normal map), it was enough to satisfy me and pass the time for the session (since I had completed the task of UVMapping and Texturing early).





Comments
Post a Comment