493 Blog Post 5

     This week, my focus was on finishing the buildings, getting them UV'd and textured, then bringing them to Unity. I ran into a bit of a wall at the beginning of this process, since I realized I forgot to do a few key things while modeling to speed up the UVing process. I planned to have many duplicated objects on the buildings, such as the windows and bricks pictured below. I intended to use the tiling method of UVing for this process, meaning I would move the duplicated UVs one grid space to the right, and they would use the same texture as the originals, without cluttering the UV space with UV shells. Unfortunately, I forgot to UV the originals, so I was forced to delete much progress and redo it. Luckily, I am very familiar with this workflow, and was able to catch up.

    I also added a few details to the buildings, although I couldn't think of many ideas which wouldn't require me to restart the buildings entirely. I first added some sort of "support beams" to the first building I created, to give the sides some detail without simply adding more windows. I plan to texture them with metal, and I'm considering adding a fire escape for the floor with no detail. I am uncertain of how it will affect my scope, so it is more of a want than a need.
   
    Above are my UV maps. The buildings are different sizes, so I decided giving each one a full 0-1 UV space would be optimal to preserve texture quality and organization. I would show the UV map for my street, but it is simply a flat plane which I plan to use vertex colors and some manual painting to texture in Painter. The duplicated items can be seen on the grid directly to the right of their originals, as I was discussing earlier. Next week, I plan to begin texturing the buildings and street, and begin modeling and UVing props.

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