The Razorback – Part 45: UV Mapping the Arm Base Pivot

April 30, 2013

UV Mapping the caps on the large arm

In this part of the Razorback Screencast, we take a look at the last component that is considered a part of the arm, and we tackle the UV mapping of this part. In addition to UV mapping the aforementioned component, we briefly talk about the difference between using one texture map for all of the parts versus using one texture map per part.
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The Razorback – Part 44: UV Mapping The Large Arm Base

April 14, 2013

Overview showing most of the arms UV mapped

More UV mapping for the Razorback’s robotic arms. This time we focus on the base of the arms (an arguably complex shape) and we see how easy it can be to map an object that has some crazy angles. Later on in the video, we even move a UV seam so it appears in a more out of the way region.

If you’re interested in UV mapping, then be sure to check out my three part UV mapping series.

  1. UV Mapping Series – Part 1 - Intro and basics
  2. UV Mapping Series – Part 2 - Mapping a basic object
  3. UV Mapping Series – Part 3 - Mapping some cheesy text

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The Razorback – Part 42: UV Mapping The Upper Small Arm

March 26, 2013

Selecting the cap to map it on its own

In this installment of the Razorback series (after a short break), we resume UV mapping of the robotic arms. The arms of the razorback contain a few organic profiles, and in this mapping exercise, I’ve decided to approach the mapping from a more organic perspective. (more…)

The Razorback – Part 41: UV Mapping The Large Arms

March 12, 2013

Leveraging cylindrical mapping while creating UVs

In this episode we tackle UV mapping another one of the objects we’re likely to want to paint. The large arm objects have a few tricky areas, and I take a brief look at how we can create a (not so seamless) relaxed UV map for this part.

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