UV mapping


The next stage was to add a UV Mapping reference in order to make sure that when we apply the texture, it flows properly and there are no strange overlapping areas. 
The first thing I did however, before I applied the UV map reference was to delete the edges on the bottom of the post box because they're not needed and wont be seen. It also keeps the poly count lower too. 
I then assigned a new material to the post box called "Blinn", clicked a checkered box next to 'colour', hit file and uploaded the UV map reference to the post box. 
The texture was completely distorted, so I had to into "Create UV's" in the menu and hit "Cylindrical Mapping". I also set the "Projection Horizontal Sweep" to 360 degrees instead of 180 degrees. 
I then opened the UV Texture Editor and scaled it down so I had room for the other parts of the post box I'll be fixing the texture for. 
The top of the post box was the next bit to sort out as it's very stretched out. In the Faces option, I selected the faces on the top of the post box, added a "Planar Mapping" to it. and made sure the width and the height were the same. Again, in the UV Texture Editor, I scaled it down so the size of the squares on the top were roughly the same as the rest of the post box, and put it to the side so there's still space to add more. 
I also added a Planar Mapping to the face at the bottom, even though it's not going to be shown just to make sure everything is clean and neat. I also scaled that one down and put it near the bottom of the UV Map to save some space. 
The next thing to work on was the hatch. I selected it and assigned a new material like before, adding the UV Map Reference to it. 
On the UV Texture Editor, there was a few bits of geometry that popped up that weren't needed, so I zoomed in on them and deleted them. The next thing to do to clean up the UV Map was to start connecting some of the edges to each other. The front needed to be connected to the top, and the top needed to be connected to the sides, so the UV Map follows fluidly across these faces. 
In order to do this, I had to find which edges connected with each piece of geometry. In the UV Texture Editor, the pieces of geometry are all over the place. To find which edges corresponds to one another, in the Edge Tool option, I selected an edge and had a look at the other pieces of geometry where an edge is also highlighted. When the said piece of geometry is found, I moved it towards it's matching edge, scaled accordingly so the two pieces matched up, and then sewed the two bits together. 
With this done, the UV Mapping is practically done. The last thing to do is a bit of clean up by selecting the rest of the unused faces into one and dragging them into the space of the hatch, and then moving it and scaling it to fit on the UV Map, making sure it doesn't overlap with any other bits of geometry. 


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    Modelling a post box

    The tutorial I'll be following is modelling and texturing a traditional UK post box, aiming to keep it as low poly as possible. 


    March 2013
    February 2013