Devblog 29 – From Concept to 3D. Part 2/3 – Baking & Texturing
Welcome back to the Rekt Games devblog! This week, we have our PART TWO GUEST POST below!
Greetings fellow viewers. I’m Chris the 3D wizard here at Rekt Games.
In this blog I will briefly go through my workflow from where Johannes blog ended. In this second part, I’ll try to explain my way of thinking regarding baking (also called UV mapping) & texturing.
2.1 UV Mapping / Baking.
UV mapping is a crucial part, if you want to texture this later on and not experiencing weird artifacts and errors you must have a UV map.
UV mapping is in a way to “remove the skin” of the 3D mesh and your job is to flat it out on a plane area giving you control for where you want to store texturing information later on in the texturing process.
The tricky part is how to divide it up and optimize it for best result. As you can see in the image I have greyed out the outside of the frame. Unless I want the texture to start repeat itself I cant place the UVs outside the area, It must contain within it.
The upper image is a bad example of a UV map. It would result in weird artifacts for texturing and the quality would be non uniform ( The bigger the shells are within the area, the more quality it can store for the texturing part). The picture under is a better example. It’s optimized as best as it can within the restrictions and are evenly scaled = meaning that both the back and front side will receive the same quality information.
When these are done I will perform an action called Baking, this is where I project the information from the HP to the LP. So that a lower model looks like it contains a lot of information and details using various textures.
An illusion if you will.
The concept art is at most time a artistic guideline on what the art director strives towards. This means that I can have some creative freedom when both modeling and texturing.
Here I am focusing on both creating its textures but also making the materials so it feels like what it supposed to resemble. So that the kneepads feels and looks like plastic material and that the tshirt feels like a cloth fabric.
This workflow continues until I have the whole set textured.
You can see the images below of some of these examples.
That’s all you’re getting for this week! Stay tuned for the next section of this blog series: Now that the shape is modeled & textured, what do you do with it?
Thank you 3D-wizard Chris for the amazing blog post!
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