Sunday, 3 March 2013

#039 GAD BA5: UV Mapping & Texturing

Probably the one part of this project I've been dreading the most... UV mapping. Once again, I tackled the model section by section. Starting with the feet and moving up to the torso and missile pods. The majority of the time I was able to use the automatic mapping tool (rotating it for particular parts). Unfortunately I worked in a destructive style, so I do not have full documentation of the process, but I have provided what I could. I'm not going to go through the process fully, as my previous projects should explain what I do and how I do it. Below are the UV maps for each of their respective parts:

Foot:

Lower Leg:


Upper Leg:


Lower Torso:

 Upper Torso:

Missile Pod: 


After UV Mapping each section I applied a checkered texture. This technique allows me to match up each of the pieces so that they are all in the correct scale with each other (see below). I selected each section and scale the UV's so the checkered boxes were all roughly the same size. There were some slight distortions but  when the textures are added it will not make a huge difference.


I then selected all the individual sections and temporarily combined them to lay them all out on a single UV map. I positioned them loosely around their groups, filling spaces where I could to maximize the use of space.



Next up, texturing. I started off by blocking out each of the metal "plates" with a stock green metal texture I created some time ago. I then used some blending properties with soft hard bevel creating a metal plate, then added in individual bolts using the bevel tool again. I repeated this multiple times to fill out the base metal that makes up the bulk of the model. I then added in more plates by removing the saturation of the green metal and repeating the same blending process.

I added in smaller details like bolts, vents, rivets and many other details. I then duplicated the entire texture and remove saturation and lightened it up. I hid it under the main layer and cut into the main layer with a eraser tool to create worn away patches revealing bare metal. I put a slight bevel on the edges to add a bit of depth as well as a reddy brown shadow to add some slight rust where the metal had been exposed. Lastly, I used another brush to add more rust and grime around the model, adding wear and tear.

Below are the diffuse, specular and normal maps.



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