Building Alliance - Week 13:
In this blog I will be showing the models that I worked on to create the UV and the textures so that ED could take them and put them in the Unreal Engine file.
Before the lesson our director came to us with a list of models that we still needed to get done and ones that we had already finished. We didn't have anyone working on the bone model or the pellet model so I offered to take those to work on. The others that weren't checked off were ones that others were completing however hadn't finished yet.
During this lesson I worked on the pellet model as well as the bone model too. The pellet model didn't take too long to finish as it is quite a simple model however the UV was more difficult due to the shape but also because I haven't practiced UVs much in the past. The bone model was already made I just needed to UV and texture it.
Pellet Model:
I placed the UV seam on the side so it would be less visible if you could see it, you are less likely to see the seam anyway due to the model being small in the game however I wanted to make sure that it wouldn't be visible anyway which also gave me time to practice UVs.

I took the model into substance painter and was looking at the different bone textures and other textures that might be useful, once I had settled on one that looked right I changed the settings around and edited it so that there wasn't as many cracks in the texture so it was still a simple model just with a bit of detail to it.
Bone Model:
Using the bone model I had already made in a previous week I started working on the UV, I had to create the UV a few times as I was struggling to place it where it wouldn't be seen as easily but the UV also be useable.
I found that it was much easier to put the UV seams at the front of the model however when I added any textures to it you could see the seams so I needed to move it where the seams wouldn't be as easily seen.
This was my second attempt at the UV as I didn't want the UVs at the front so it made more sense to place them at the sides where they weren't going to be seen as much. Redoing the UV allowed me to work on my UV skills and it meant that I was able to get more confident with creating them and using the cut and sew tools to create the UVs instead of relying on automatic mapping them.
This is the textured version of the model that I made in substance painter, I looked at the different textures that are in substance painter and I looked for the bone textures to use and found one that I liked however for the door we thought that it should be a different texture to the bone itself so that you could see the door more clearly but also add some contrast to the texture of the bone. We went with a flesh texture for the inside of the door.
I created the texture to be realistic as when it was put into Unreal Engine and the cel-shading and outline shaders were applied it would simplify the textures but would still keep it similar to what the texture was like without the shaders on.
I feel as though both the models that I worked on from creating the pellet and bone to then creating the UV and texturing it gave me experience that I needed as I haven't had much experience with creating UVs in the past and haven't textured much however this taught me valuable skills and allowed me to develop skills that I still needed to work on.
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