#4 – UV-Mapping

UV-mapping means that the surface of the 3d model will be unfolded in a picture so that our material and textures can be applied to the 3d model. But there’s a difference in UV-mapping in a lousy way, in an acceptable way and in a fantastic way. Depending on how well the UV-mapping is done the textures will look less distorted on the 3d model and the textures won’t be too much for our game to process. Not that any of that matters for the characters though, since the players won’t be able to notice that much of the way the textures look on the characters since they’re both to small on the screen while not much of the surface on the character will be able to be viewed. But the characters will be UV-mapped in an acceptable manner anyways because I just view that as something proper to do. When the characters and pirate ships have been uv-mapped, they are ready to be exported as fbx files

This how the pirate ship has been UV-mapped. Here, pretty much everything that isn’t viewable has been shrunk to give place to more important surfaces of the ship.

ShipUV.png

And this is how the character have been UV-Mapped. Here everything is equally viewable on screen so the surfaces of the different parts of the body have roughly the same size

CharacterUV.png

About Martin Månsson

2015 Graphics