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

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Unwrapping the hub

Unwrapping the hub

- [Instructor] With the modeling of our hub taken care of, what we want to do in this exercise is UV unwrap the model so that it is ready for the texturing phase, which, in my particular pipeline, usually involves taking it into either the Substance Designer or Substance Painter applications. Over in the Modifier tab, then, the first thing I want to do is add a plain old UVW Map modifier. The reason for this being that because the modifier defaults to a simple Planar Mapping option, we can easily clear away any unwanted UV seams that may exist in the mesh and clutter the view, making it difficult to place our new seams. Such hidden elements can appear as we create max objects that have the Auto Generate feature for UV mapping coordinates turned on. This, then is just a quick catch-all step that I like to perform simply for the sake of peace of mind. With that done, I can add an Unwrap UVW modifier, jump into Edge Sub-Object mode, and then, select the edge that will eventually be…

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