Blog Entry 30/11/2016
UV Unwrapping Meshes
So this week it became more apparent with such high poly counts that I needed to
go further in pulling my mesh apart. I always thought that floating geometry
was something to avoid and so my meshes were all connected. But through
getting advice from forums and fellow students, I learnt the practice was
perfectly fine for game engines, and would only make my job easier. So I’ve
begun to detach all the objects which aren’t essential to the surface and just
push the detached mesh into the main mesh without welding them together,
this was able to save a lot of polys and tidies up the mesh in the process keeping
me from dealing with high valence vertexs.
Detaching the likes of the turrets and the engines allowed me to UV unwrap them
individually, and because they are symmetrical, I could use the
symmetry modifier and snap both geometry and UVs to the other side. With
both sides overlapping I can get greater resolution in the texture, only due to
the symmetrical nature, I modelled them in.
Turrets. Figure 1&2. (Image)
Engines. Figure 3&4. (Image)
Bridge. Figure 5&6. (Image)
Easier still I only needed to unwrap the turret once, and then copy the UV modifier
tab across each of the turrets across all of the models. For quicker, cleaner UV’s
I’m using the pelt tool for unwrapping my models, this tool is incredibly
powerful and does such a good job in creating tidy UV’s, this being a big benefit
when it comes to texturing, as it will ensure good seams.
I’ve also focused on putting more detail into all of the models to fill some of the
empty space. The Battleship is the only model which needs to be brought up to
the poly count, but with the poly savings in having the engines floating I can
spend them elsewhere in the models now.
Battleship Detailing. Figure 7&8. (Image)
Destroyer Detailing. Figure 9&10. (Image)
Corvette Detailing. Figure 11. (Image)
Over the next few weeks I want to have the main detailing done, but with a key
focus on getting the UVs wrapped. I will then need to work down detail for the
Medium and Low LOD models, though UV’s should be preserved so I should
save myself time by only having to do these once.