Practice 1: Developing Skills
Developing 2 (Week 2)
Before unwrapping other models, I decided to see which pieces in an asset itself could be modular. For instance, the door bolts and the arrows are modular of course, but the stone blocks on the door structure is also modular as it is the same pieces duplicated 180. For that, I decided to delete those pieces and only unwrap the original pieces.
This way, when I duplicate it in the end, they share the same UV maps and the same UV space, which helps optimize the scene as well as saves a lot of time when it comes to texturing those said original pieces.
I work on those door pieces in the wireframe mode and delete duplicated faces.
Figure 1 (Wireframe mode)
Figure 2 (Deleting duplicated and/or repetitive faces)
Now, I am left with these door pieces. It saves a lot of time trying to UV unwrap those pieces and cuts the time by half when sculpting the door structure.
Figure 3 (Remaining door structure)
Same as for the pillar, I start cutting seams and unwrapping the UV maps for the door structure. Then, to pack them properly in the UV editor, I use the Layout option.
Figure 4 (UV unwrapping the door #1)
Figure 5 (UV unwrapping the door #2)
Figure 6 (UV unwrapping the door #3)
Figure 7 (UV unwrapping the door #4)
This is the final UV map for the door structure packed properly in the editor. This means that it ready for an export to ZBrush for sculpting.
Figure 8 (Final UV map of the door)
For some of the basic primitives, I only cut little seams and use the automatic wrapping as those elongated beams still retain their cubical properties and don't need much unwrapping.
Figure 9 (Final UV map of the beam)
Figure 10 (Final UV map of the modular small beam)
Figure 11 (UV maps of the assets in the diorama)
Figure 12 (UV maps of the barrel)
All of the assets in the scene have been UV unwrapped properly and are displayed below.
Figure 13 (Final UV maps of the diorama scene)













