Friday, March 9, 2018

CAGD 330 Sci-Fi Crate Development Week 5

CAGD 330 Sci-Fi Crate Development 
Week 5
3/11/18

This week was all about fixing things up and preparing for texturing.  Before the big task of exporting to Substance Painter, there were plenty of things to do beforehand in Maya.  First off, I went back to fix up the high poly model of the crate.  I had to backtrack on a few aspects in order to get on the right path.  I think this will work out for the better in the long run.  In consequence, I also had to redo the low poly model due to some misunderstandings in instruction.  Now, I think the models are ready to properly format UVs and export.
After polishing the models, I went in to manage the UVs.  Spreading each part out and separating where necessary was not so bad, but did take time just because alignment needed to be precise.  The overall pallet of UVs was a bit tough to visualize at first, but in comparison between the high and low poly versions, there was a decent idea of what to do.  Overlapping identical parts was essential, and pretty clear since there were many parts that were the same.  Mirrored panels and similar types that would have the same texture were put closer.  Each section set up for texture mapping was then exported for work in Substance Painter.
Once in Substance, it was a matter of finding and applying the right settings to the baking process.




Low Polygon Model






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