From the course: Game Art: Model & UV Map a Low Poly Character
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UV mapping the drive shaft - 3ds Max Tutorial
From the course: Game Art: Model & UV Map a Low Poly Character
UV mapping the drive shaft
- [Instructor] Now because this particular piece of geometry has gotten to be rather well hidden on the overall mesh, we don't need to worry too much about seams. Especially seeing as my texturing tools of choice are substance based. So Designer, Painter, and Bitmap to Material. The chances of our seeing the seams are probably pretty small. Especially seeing as those applications give us a number of ways in which we can hide them. For those reasons then, I'm not going to worry too much about them on this particular aspect of our model. It is a compromise, but oftentimes when creating assets for games, especially so when deadlines are tight, choosing the battles that need to be fought will be a handy skill to learn. The important areas of a mesh will of course almost always be those that are going to be most exposed to the gameplayer's eyes. Now we could have performed the unwrap here before we added the symmetry modifiers. And then add the symmetries on afterwards. Meaning the UV data…
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Contents
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Creating the hub7m 16s
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(Locked)
Shaping the hub4m 22s
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(Locked)
Unwrapping the hub5m 42s
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(Locked)
Creating the drive shaft, part 14m 49s
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(Locked)
Creating the drive shaft, part 22m 28s
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(Locked)
Using symmetry modifiers to keep the shape6m 4s
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(Locked)
UV mapping the drive shaft3m 49s
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(Locked)
Building the drive cylinder4m
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(Locked)
Using guide objects5m 36s
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(Locked)
Detailing the drive wheel5m 1s
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(Locked)
Finishing off the drive wheel3m 44s
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(Locked)
Setting up UV maps for the wheels3m 26s
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