uv mapping

Character Asset 5

For this entry I transferred the completed mesh from Maya into 3ds Max to work further on the character.

The purpose of changing to a different piece of modelling software is that I am much more comfortable and familiar with Max than I am with Maya.

The first task I had to work on after transferring was altering the UV map for the retopologised mesh so that it could be normal mapped. The UV mapping itself went well, but was still quite a time consuming process.

character (max) 4

One noteworthy point about the UV map is that the torso takes up a very small portion of the UV grid compared to its size. This is because it is not a section which the player will be able to see, therefore it seemed sensible to make use of the UV space for other parts of the model which can be seen.

Once I had finished the UV mapping I imported the high-poly version of the character (the original Mudbox sculpt) and generated a normal map for the low-poly model.

The next entry will be about further development of the character.

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