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Character Modelling - UV unwrapping, Texturing and Weapon Development

UV Unwrapping, Texturing and Weapon Development 17/07/25 - 21/07/25 Introduction The next step in the process was to uv unwrap, bake and then texture - this would then complete the character modelling pipeline and be ready for animation! Uv unwrapping flattens the model to a 2D net, essentially preparing it for texturing. My plan for this was to maximise texel density with an array of optimisation techniques that involved mirroring and duplicating to create stacked UV shells. This means that the UV shells would be bigger and therefore higher resolution. Baking I was a little worried about, especially with these UV optimisation techniques I had planned, however, I’m sure I could troubleshoot any issues. I was interested to see how well the high poly baked onto the lower poly, game ready mesh. Lastly texturing I wanted to keep simple and stylised - mainly sticking to the core colours in the concept. I was fairly confident with UV unwrapping and baking, however, texturing I’d definitely n...

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