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Making Of 'Next Gen Vehicle Creation'

By Valentin Nadolu
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Date Added: 9th December 2009
Software used:
Maya

Interior and Exterior UV's:

The next images show the way the interior (1st image) and exterior (2nd image) UVs are laid.  Some things are worth mentioning:

1. Most of the shells are overlapped to save texture space.  Do this as often as possible, especially for areas that do not contain asymmetrical details, such as text decals.

2. Some of the shells are not overlapped as they will require unique detail on the texture.  For example, the front of the vehicle is not mirrored to allow the addition of a logo in the texture.

3.Parts that are less visible on the car, like the underside, use less space on the UV as they do not require too much detail on the texture.

4. Even though the rear of the car will be the one most visible while playing the game, the seam resulted from the mirroring of UVs is small.

I recommend that the UVs be cut on hard edges, because any seams that will appear there in the texture will be easier to hide because of the sharp transition in lighting between the faces.

530_tid_image082.jpg

530_tid_image083.jpg




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(ID: 276102, pid: 0) Kontee2449 on Mon, 19 May 2014 4:53am
Thanks, Your tutorial make inspiration for me
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