UV mapping was one of many skills I acquired in level 2 of my course therefore I figured I would breeze through this stage, I was wrong. Unwrapping a sphere proved harder than it was, even by using a spherical mapping (figure 1). The spherical map just scattered too many UVs to the point of not knowing how to sew it all together.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnjYzG54hSYSbXvpYwmiZt4pmP71RBhZGdGw-GPCJ4YlGcWuiDnoct0WDDGNIAQmZO0a7ZOS82Uh2Y7QmjOaR1iB_88S989y063piYLUeWtrw7A95PykO-6PBqTFW89QZajilvTgEkqpI/s640/cilidrical.jpg) |
figure 1 |
Figure 2 are the scattered UVs created using spherical mapping.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHdW-SX5mRwbJP6Kcr6lfQhzyP7vafALMcUIa8S7Im38OAVo7Erorf_Gnw77NabxxZcoVa8y1MnQ1STANqqVLWFunEUOafrrO7XU27REWsdlsh0MJKwk0wgbin_0AD_1r4VTjbKUH33X0/s640/uvscatter.jpg) |
figure 2 |
I then decided to cut my model in half as the geometry was symmetrical, it made the workload much simpler. I then used a planar map to UV one side of the sphere, this worked very well. Figure 3 shows this.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-RHMwUwK85LRxdmkOKZFsewD53XkUdH6tAktrHUNx-lOtDvzxrqwNha2Q3wZkBdnPoc7uSJViOCQaA4PsIkT6XE87Xk_osk1a-VsAf4jIjCY5z6gnO-jukQvEoXQUqJUM3dK5suL7ZnM/s640/planar.jpg) |
figure 3 |
Unwrapping the pyramid shaped drills was easier than the sphere, I used a cylindrical map to unwrap it (figure 4). For the textures, I first experimented with using the ramp shader on the hyper-shade in which I chose three colours for the drill. This made it look to much like plastic, therefore I decided on using a metal textures applying them through on photoshop. I acquired these from CG textures.com.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDXc9HNa1vwmpRh_gn01yBZPCyz5WIOpelWymuKAcd8aPMLkx19E6K_oudEvE1AM56LM-X01pfV51tvY8krfYO08Z7fKO6OdGhsTiCD55S1TM3-XfpYNX7mpjHo63qR2FnLXSgGBizf-E/s640/drill.jpg) |
figure 4 |
Figure 5 the UVs were not perfect as they a few seams. I tried my best to sort these out by unfolding the UVs but a few imperfections remained, these are not very much visible to the naked eye unless inspected closely. I ended up not liking the the texture nonetheless, therefore I kept searching for a more suitable one, the sources I used where CG textures and google images.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYjHrue4KebRdeyd2Tkl4jRpNRrMSVsams8x_i-fEO1Cvdn2t7al91ozyDONQgaVLGm8SblMH7wE3RykZYU2WJLJPA107N46cF8ASA2E2hMhTOlbeQJmpFzF1qwdbRVVvP8vTl_hhahVI/s640/yellowtexture.jpg) |
figure 5 |
Figure 6 is the new texture I used in favour of the ramp shader, I used three layers of metal and painted blood at the point of the drill.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic_HzUvkrYFUtCrpOA5iGh-K6Up1N33gDwJLP4a2rjUp4iR5AaxOWwOH4FVxHluPgrcE8sxxy0BCV3KiGR_ZP8PrINCDi3a6Xw-VJEDIesLEfEn6pv5kV2_q0K2tdDGxGY_F-HaOvAsEg/s640/drilltexture.jpg) |
figure 6
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Figure 7 is the drill mapped to the mesh, I was pleased with the outcome so the Idea became final.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9StL_6-IDRiz6Hqs9XTaUezLntPLzs-TkPr2lfk0vWNPLNp7eJyKLhFWV50A0eOq3x2fbNIcSfy_Z7TCT4JgJfTZpSezMrKOXckgPpY3QQpSWsTpN9WHIj05fJIUKEkxCg139c6eRBhI/s640/final+drill.jpg) |
figure 7
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Below is the final UV mapped & textured robot with the arms, shoulders, legs and the eye textured. I added a moustache to give the robot a comical look, it had become to realistic.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirPD17qaWjDu908g2GcLFK1jpR1nzuQsGYcsSq4g0u5qKvdvJaeRHxp6WXKCUtck6TNHYtq0WYKFG-TbZehaod7RrN5CehPssCQ0MRDrYpD1P3GFGANhK4lUG9Kytd33yZO_5xiKDYAkI/s640/robot.jpg) |
figure 8 |
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