For this week I mainly finished up the UV process for all the houses and the few medium models that I plan to add to my environment in Unity. This process took longer than expected because there was at times where i had to re-adjust some models because the edges were not connected.
Usually buildings that have some sort of railings on them are usually the toughest when it comes to UVing them. I did had a bit of trouble UVing the door frames on the top floor but it was easily fixed by highlighting where the problem was and merging the vertices.
Modeling this part of the wall was a bit tricky at first because I also had to UV the inside of the balcony but after doing some proper cuts, it became easy to do in the end.
I decided to put these two separate models in their own UV set since they were the most difficult to accomplish out of the whole house.
The rest of the structures that were left were all put into one UV set mostly because of their simplicity.
Strangely enough I had a ton of problems when UVing this lamp post especially on the part where the light shines. I then figured out the problem which is all vertices on the inside of the lamp post were connected. I fixed this by deleting all the faces that represented the light, then added a huge cube with some proper edge loops to ID for later. I find this to be the most easiest solution than going to each corner and disconnecting all the vertices.
I then UVed the fence and then put it in a UV set with the lamp post. With this I have now assigned all the models with their proper UVs and put them in their sets.
I've made sure to clean up my hierarchy to so for next time once I get around to IDing them I would have a easier time assigning each group their proper colors. If the ID process turns out to be faster than expected then I will quickly start the texturing process which will eventually lead up to exporting the sets into Unity.
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