3D Journal: Week 5

For this week we were to take a completed model given to us that's not fully UVd and untextured. Our task was to take this model and correctly UV and Texture the entirety of the model. This was an application of our skills learned so far and was quite challenging - it was difficult to efficiently put the pieces of the UV Map in the most space efficient positions in ways that made sense to texture it. However, after working for a while and also finishing the task later on, I ended up with the below result.

 

While I did UV everything, i felt like I didn't place everything in the UV map as efficiently as I could. You might notice in the above UV map that there's a lot of blank space. I could've taken some pieces and scaled them up, but that would cause bad Texel Density and I feel like having an even Texel Density would be more appropriate for the project.

Most of the time for this piece was creating the Texture - as once I had gotten down the larger pieces of the model, the smaller parts were easy to place and texture. I decided, for the smaller parts like the headphone jack, I could place the UVs on top of eachother as the material in the game editor would achieve the effect needed and save time with creating the texture. Many games makes use of a PBR material system to create realistic looking objects. For example, pieces like the back plate with 'OPEN' marked on it would be largeley achieved through the Normal Texture instead of the Diffuse texture. However, for the sake of this piece, I thought it would be easier to just use the diffuse to convey the text. If I were to make a game-ready version of this model, I would spend more time creating a Normal texture to create a better looking asset that responds to light better than this model would.

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