Monday 7 May 2012

Client Brief UVing


It's been a few days since I've updated my blog, UVing wasn't hard, it just took aaaages - in the end I had 179 UV shells all of which had to have map seams manually selected, and then positioning the islands so that they fitted inside the 0-1 square was a bit tricky.  The reason I wanted to make the most of the texture space was because I'm expecting to render out some close up shots and so I'd like the texture to hold up at close range.

No comments:

Post a Comment