3. UV Mapping
Posted on 22 June, 2016 in MDU115
UV Mapping is the next stage in the production pipeline process, it’s the process that allows the model to be texturized. The ‘U’ and ‘V’ in UV refer to the x and y axis on the flat surface (Bobobobo. 2010), allowing the 3D model to be “unwrapped” from a 3D shape to a 2D net. For a model to acquire texture, it must be cut into individual surfaces that can be singularly worked upon, and then can be stitched back together to avoid overlapping of textures.
Captain Quark UV Mapping by (Nelva, G. 2016)
Source retrieved from: http://www.dualshockers.com/2016/02/19/ogle-the-beautiful-models-of-ps4-exclusive-ratchet-movie-vs-game-character-compared/
Captain Quark was cut into 19 different chunks to create a UV map, there were 25 different materials, 70 different textures, around 50,000 polygons to great this 4GB character worth of files. (Neva, G. 2016).
References:
- ‘uv-mapping’ tag. (2010). Gamedev.stackexchange.com. Retrieved 20 June 2016, from http://gamedev.stackexchange.com/tags/uv-mapping/info
- Nelva, G. (2016). Ogle the Beautiful Models of PS4 Exclusive Ratchet & Clank; Movie vs Game Character Compared | DualShockers. Dualshockers.com. Retrieved 25 June 2016, from http://www.dualshockers.com/2016/02/19/ogle-the-beautiful-models-of-ps4-exclusive-ratchet-movie-vs-game-character-compared/


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