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.


Figure 1. Battleship Turret Detached


Figure 2. Battleship Turret UV’s


Figure 3. Battleship Engine Detached


Figure 4. Battleship Engine UV’s


Figure 5. Battleship Bridge Detached


Figure 6. Battleship Bridge UV’s

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)


Figure 7. Greater detail in the forward area of the battleship model


Figure 8. Greater detail in the forward area of the battleship model


Figure 9. Greater detail in most areas of the destroyer model


Figure 10. Greater detail on the underside of the destroyer model


Figure 11. Small Addition of the Bridge masts and cooling vent tubes

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.