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.
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figure 1 |
Figure 2 are the scattered UVs created using spherical mapping.
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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.
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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.
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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.
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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.
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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.
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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.
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figure 8 |
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