This episode takes a quick look at the concepts involved in joining geometry for the simplification of UV texture files.
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This episode takes a quick look at the concepts involved in joining geometry for the simplification of UV texture files.
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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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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.
Following the UV mapping of the Upper Small Arm, this part continues with the UV mapping by mapping the Lower Small Arm. If you’d like to see some UV mapping technique, then I’d suggest checking it out.
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…)
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.