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

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UV mapping the drive shaft

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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