Tuesday, 20 October 2015

Telling Tales// UV mapping

After completing the model my class and I were then introduced to the next step - UV mapping.
Uv mapping is basically applying a 2D texture to the surface of a 3D model, by 'painting' the polygons that make up the model with the texture or colour of an image.  The 'UV' in Uv mapping stands for the letters 'U' and 'V' which represent the axes of the 2D texture, because 'X' 'Y' and 'Z' already represent the 3D environment within the software. Without the 'UV' in mapping, the texture would be painted onto the 3D model by the XYZ space, piecing the texture together across the surface of the model without knowledge of the polygons involved within the models surface. When UV is applied to mapping, the texture locates the 'net' of the model and uses that to help apply texture.

The steps of todays lesson to complete the 'UV mapping step' was this;

  • First we had to unwrap the model, pealing the net of poly's from the models surface to later texture. This involved opening up 'UV texture editor' and then taking a 'image' of the model face on. Doing this, we needed to open up the 'planner mapping options' and making sure 'insert projection before deformers' is selected projecting the model into the UV texture editor. 
  • Next we referenced the fabric pattern of a teddy bear to understand how the different segments were sown together; then thinking about how we could apply a similar approach to our own model and how to successfully 'peal' off the polygons into a useful net - rather then a '2D image' of our 3D model. We did this by creating and separating 'seams' across our model by the edges; we did this by selecting the edges we wanted to slip from the body of the model and then using the 'cut UV edges' tool.
  • Continuing to use the 'Cut UV edges' tool, I separated the legs and arms from the body as well as the hands from the arms and the feet from the legs. I also did this to the neck of the model. To open up each segment I next created 'seams' across the sides of each segments, so they'd open far more effectively within the Mapping tool. For example I cut a slip down the back of the model, down the backs of each leg, around the bottom of each foot and across each of the hands.
  • Finally after I was happy with using the 'cut UV edge' tool I then unwrapped the net within the UV texture editor. Below is a screenshot of the finished 'Uv mapped' net ready for texturing...
Below is a rendered video of the finished product:


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