Friday, May 15, 2020

320 MicroScene Week 4 (4/29/2020)

This week I am finishing up my UVs. Since I got the hard parts out of the way, it was pretty easy to finish these. This process was long more than it was hard, but since I was kind of just breezed through them (slowly), I still ran into careless mistakes.



Weapons Rack UV, arranged
The weapons rack was one of the more complicated UV maps I worked on, simply because of all the parts I had to UV. It was more tedious than hard, and I ran into little to no problems with this one. I figured the rivets would all be a solid metal material and didn't need a very complicated UV shell, so I kept those as is (which saved a lot of time as there are a lot of them on this particular object).









The barrel, one of 2 types. This is the more complicated one.

The most complicated objects, however, were the barrels. There were several panels that I had to individually UV, as well as a ton of rivets, which also had to be UV'd (unlike the rivets on the weapons rack, since these were little octoganal cylindars). It was hard to UV the indivual panels, but once I realized I should probably isolate the panels, it made it a lot easier to UV. Other than a handful of misclicks and figuring out why some UVs were quite deformed, this was relatively simple to UV as well.

I also UV'd a single log, which I then duplicated to create a pile of logs with matching UVs. That trick saved me a lot of time.


I also am attempting to retopologize a dragon head, however it is proving to be extremely complicated and I may end up scrapping the idea. If I am able to, I will be including the head on the top of the stable/shed.

I think this week was pretty successful and although I have a handful of objects I have left to UV, they are all very simple. Due to my troubleshooting that I did last week, fixing my mistakes was easy.

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