The approach to UV mapping modular meshes isn't so different than regular UV mapping. However, we do need to plan our map size, map layout and the space dedicated to various materials ahead of time. In this video we'll look at: 1. How to layout each modular model's UVs 2. How to dedicate ample space on the maps to ensure all objects have enough UV space. 3. Talk about texture map size. And look at why we would consider combining UV's from multiple objects on one map instead of using one map per object.
- [Voiceover] You've probably been wondering…when we're going to talk about texture maps.…Well, now is the time.…As you would expect, modular models require…some sort of modular UV and texture map system…for our workflow to run smoothly.…I've opened up a piece of our final scene.…Obviously all these models here are unwrapped and textured.…This video is going to be a big picture overview…of some of the systems and techniques…we're gonna talk about in later videos.…
These are techniques that you want to keep in mind…as you start to unwrap or texture your models…as you might be already making the gray-boxed…versions of these models and having…to deal with some of the texturing.…First, as you can see I've put an unwrap…modifier on all my models at once.…Now, this is not how I usually work, but this will…actually show us how these models are unwrapped.…Remember, each of these modular systems or models…are separate, but they are using the same texture map,…or at least the same texture map set.…
So if I go under unwrap and we'll move on down here…
He first introduces the modular pipeline in Max and the basics of making modular models. Then Christian shows how to ensure your texture maps align to the grid, and places objects in the scene to build the complex final structure—an ornate castle—shown at the end of the course. With a little patience, attention to detail, and the skills learned in this class, you can create design kits that speed up development and result in more realistic and immersive game environments.
- Setting up the workspace, units, and grid
- Modeling the main walls
- Working with back-facing polygons
- Creating base objects
- Building modular elements
- UX mapping modular meshes
- Changing materials