Friday, 7 March 2014

UV Texture and problems on the way



When building my robot, I worked on some of it at home, when I fully built the machine I went into college and the file corrupted, this meant I had to start from scratch again, so the whole of my Thursday was building the robot again, I don’t know why it corrupted but after I built my robot again, it was making Maya laggy and there wasn’t any huge really why it would be so laggy, so Katy let me used her laptop where it worked perfectly and I could create the UV'S. I have never done UV's before but found a way when wire framing to make it easier than unnetting the mess that was there, You select the faces on the front (or back) now here else and then click on Planlar mapping, because my robot body was relatively square and flat, I didn’t have to chance anything, other than the size to fit the UV map. When I was doing the arms and legs which are more rounded I used Cylindrical mapping instead, where I did have to chance things, so I had to rotate and make it smaller or bigger and stretch it, and when I think it’s right I just make it smaller to fit into the UV mapping.



Then after I finished the UV mapping, I saved the picture of the UV mapping and put into SAI, a drawing tool I'm more familiar with than Photoshop. I made the wire frames visible and put in a new layer, turned down the opacity on the wire frames and coloured over using the air brushed tool, colouring wasn’t hard since the robot is meant to be grey and have red eyes, but once I finished this I put it onto the robot and it perfect.


(Renderd but not smoothed) 


 

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