From the course: Game Art: Model & UV Map a Low Poly Character

Unlock this course with a free trial

Join today to access over 22,600 courses taught by industry experts.

UV mapping the support

UV mapping the support

- [Instructor] As we have been doing, and indeed as we will continue to do throughout the rest of the course, having modeled the piston arm support in the previous video, we are ready now to go ahead and get things unwrapped. Let's first of all then select the mesh and apply UVW map and unwrap UVW modifiers to the geometric. Jump into edge selection mode, and then select each end of our support. We want to select the outer chamfered edge here so as to remove the caps. And, so, let's use the loop command and then convert our selections to UV seams, selecting a single edge on the underneath of our mesh. If we hit loop, this carries the selection all the way around, which, in this instance, is what we want. We need to make certain that none of the edges cross our seams here as we do not want to split our end UV clusters in half. We want a continuous selection from the back seam of the model all the way to the front, but, once we have this, we can convert our selection to seams. Jumping…

Contents