Wednesday, 6 April 2016
Hufflepuff Common Room: Continuously Tweaking
I've continued using Quixel to texture my models. However I've continued to face issues with my UV's while doing so. For example my doors, windows, chairs and flower pots all had wasted space within their UV's. Not only that, but my floor and wall textures also had issues. The textures were not seamless to begin with and there was stretching of UV's around the entrance.
All of these issues had to be fixed. This required a lot of back and forth between softwares in order to deliver models to a respectable standard. Although tedious it was necessary. The UV's for my walls and floors needed to be evened out using the scaling tool in the UV editor. This helped smooth out the UV's and fixed most issues. However extra edge loops needed to be added around the entrance to mend some of the more tricky stretched textures.
I also needed to attach my windows to the walls. This is because I needed light to shine through them using the skybox in unity. I extruded out the faces of the window. I then merged the edges to four points to form a single polygon. Once I merged the wall and windows together I then connected the verts together and the windows where finally attached. Then I could delete the inner faces and have light shine through them.
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