UV MAP
UV map of a venue (Olympic Stadium)
the result after wrong baking

seen from United States

seen from Italy
seen from United States
seen from United States
seen from United States

seen from Japan

seen from United States
seen from China

seen from United Kingdom
seen from China

seen from Malaysia
seen from India
seen from China

seen from Norway

seen from United States

seen from Australia
seen from United States
seen from United States
seen from Poland

seen from Hong Kong SAR China
UV MAP
UV map of a venue (Olympic Stadium)
the result after wrong baking
Bruh I thought this was a fucked up UV map
Stitch UV maps in Blender
To stitch separated UV islands do the following Go into Edit Mode, and make sure Face Select Mode is enabled Press (A) to view all UV island In this example, I have two separated UV island and several loose faces Press (Alt + A) to deselect everything Then Press (L) to select only the Linked Faces of a UV island Make sure Seam Select is enabled, the Seam Select limits the selection to Seams. (Shift + Select) the face you want to stitch to the UV island Go into the UV Image Editor, and make sure Edge Select Mode is enabled Select the Edge which is the border between the UV island and the loose face Press (V) to stitch The edge now will light up green Press (Enter) to apply the stitch The loose Face will get moved and stitched to the UV island.
My first finished 3d model complete with UV map. I’m very proud of it actually.
This is the insect model created in Maya. I've also unwrapped UV map so I can transfer it to substance painter.
MOON ORCHID + GOLDFISH FOUNTAIN ⛲️🌺
BASIC MODEL + UV MAP
*please, click to see full resolution image*
Starting back up with Maya
It has been a while since I last dove into Maya to do something complex. So with my thoughts in the stars I decided to make a Star Trek themed spaceship.
UV mapping now works with terrain!
After painstakingly coding some shit up, I managed to make a UV map on terrain. You can now see materials on the procedurally generated mesh.
I used this particular image as a material so that I could see if I was getting any distortion. Thankfully, I wasn’t! The distortion you see here is from the height generation. Going forward, I now have to figure out how the hell I’m going to apply procedural materials to this. I did make a material that was smart enough to know when to be cliff and when to be flat land in Blender’s Cycles renderer, but I don’t know how to only apply it to part of the mesh. The Unity manual talks about “sub-meshes”, and I understand that you can “bake” materials in Blender and maybe export them to Unity? I have more reading to do, clearly.