During the project where we created a 3D printable model in Maya of a character that could be used in a board game, I decided to re-create the skeletal soldier's UV.
In order to do this. First, I took the automatic UV and individually re-created the UV for each of the different objects in the model, starting with the shield.
Next I moved onto the arms, legs and torso, Using the cut and unfold tool to organise the different objects into manageable segments and moving pieces into different positions or sections.

Eventually, after I made the larger UVs smaller, I began to work on the smaller objects and more detailed parts of the model such as the rib-cage which I used the cut tool to segment different parts.

The smaller parts of the model I hid within the gaps between the larger UVs, as well as the parts of the models that are unable to be seen. This was because the smaller parts of the model would need less texture detail overall.

After I completed most of the UVs, I began to place smaller and smaller UVs in the center so that it could fit all the UVs into one square.

Once I finished the new UV, I exported the model as an OBJ into Substance Painter to create a high definition texture for each part of the model.


Once the model was in Substance Painter, I started by painting a metallic onto the sword, shield and helmet using a titanium and bronze texture to add more rustic appearance.
Then, I added a wooden texture to the shield with a large bump mapping and covered it with a darker wooden texture on top.


After this, I added textures for all the bones and the skeleton's shirt. The bones, I used a mix of bone textures that calumniate into a single mixed texture while the shirt was a downloaded fabric texture that appeared old.

The sixth addition was a paved texture for the character's stand and the seventh was a wooden texture for more detail and overall texture on the character.


finally, I added a leather-like texture to the back of the shield and shoes to create the appearance of old fashioned clothing for the shoes and bracing for the shield.

In conclusion, I believe I did well on my improvements and additions because of the ending detail presented and the high definition of the textures without deformities.
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