15/11/18
ID Mapping
Today's session edited elements of the UV editing process by mirroring the opposite side of the car and then checking over pieces of the car that all elements had no further problems with their UV's.
Fig 150. Screenshot of work.
Fig 151. Screenshot of work.
Fig 152. Screenshot of work.
Fig 153. Screenshot of work.
There were a small number of pieces with double faces and other which had been duplicated a number of times. These errors were corrected and the UV's were then boxed up to ID mapped, as can be seen in figure 154. It was advised by the course tutor to ID map the UV's to minimise the margin of error in the texturing process for the model. The next stage was to create lambert materials for all the elements to be textured on the model, and apply these lamberts. The idea behind ID mapping, is when texturing the model, the model will be exported as one piece into substance painter, with these lambert materials created, named and applied in Maya, when the model is exported into Substance painter, the textures will be applied to the areas assigned to the correct parts of the model car, as can be seen in figure 155.
Fig 154. Screenshot of work.
Fig 155. Screenshot of work.
Fig 156. Screenshot of work.
Fig 157. Screenshot of work.
Fig 158. Screenshot of work.
Finally, the client, Mark Cushley was emailed and informed of the current progress of the model.
Fig 159. Client email.
ID Mapping
Today's session edited elements of the UV editing process by mirroring the opposite side of the car and then checking over pieces of the car that all elements had no further problems with their UV's.
Fig 150. Screenshot of work.
Fig 151. Screenshot of work.
Fig 152. Screenshot of work.
Fig 153. Screenshot of work.
There were a small number of pieces with double faces and other which had been duplicated a number of times. These errors were corrected and the UV's were then boxed up to ID mapped, as can be seen in figure 154. It was advised by the course tutor to ID map the UV's to minimise the margin of error in the texturing process for the model. The next stage was to create lambert materials for all the elements to be textured on the model, and apply these lamberts. The idea behind ID mapping, is when texturing the model, the model will be exported as one piece into substance painter, with these lambert materials created, named and applied in Maya, when the model is exported into Substance painter, the textures will be applied to the areas assigned to the correct parts of the model car, as can be seen in figure 155.
Fig 154. Screenshot of work.
Fig 156. Screenshot of work.
Fig 157. Screenshot of work.
Fig 158. Screenshot of work.
Finally, the client, Mark Cushley was emailed and informed of the current progress of the model.
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