- In this chapter then, we begin the really important process of unwrapping our game asset. Much like modeling, this has its own set of both challenges and questions that need answering. To make a start, we're going to be unwrapping the wood sections of our crate facade here. In fact, what I want to do, because we are no longer going to be needing it, is click the Minimize button and shrink the Modeling Ribbon down, in order to give ourselves a little bit more room in which to work. In terms of the actual UVing, the first thing I really want to do is assign a test material to my models that will really help me identify problem areas as they show up.
Now, this could be in the form of stretched UVs that would cause our surface textures to warp, and look, well, stretched. We may have an incorrect scaling in the UVs that can really cause problems in the believability of the materials that we end up applying. Using the Control + A short cut keys then, let's select all of our geometry that we have here. And then press the M key to bring up the Material Editor. From here, we can drag either a standard or an action design material.
Either one can serve as our shade or base, In this instance, I think I'm going to drag out a standard material. And seeing as we're not going to be rendering, or using this material for anything other than holding our UVW test map. Let's then, apply the material to the selected geometry by means of the assign material to selection button. And then, so that we can see a little bit of the mesh detail, well what bit there is of it that is, I'm just going to add a little bit of specularity to the mix.
Which of course, can become especially helpful when working on more highly detailed models than what we have here. To add the UV test map that we want to use, let's double-click on the Materials Diffuse Input and from the Material Map Browser add a bitmap node. And then, from inside our project folder, let's navigate to seen assets, images, and chose the UVW test map image that we have here. I do want to make a couple of tweaks. So, let's double-click on the map node to load its parameters into the parameter editor and set the tiling for the map to five by five.
Now this should give us a nice distribution of squares across our mesh. Not so large that we won't be able to see small detail stretching but also not so small that we may miss any of the larger errors in our mapping. Finally, so that we can see this map in our viewport, I'm going to enable the Show Shaded Material in Viewport option. Now this of course, helps us instantly see that at this moment in time, well, our UVW mapping is not so great and so need quite a bit of work done to it.
Which is exactly what we will move on to in our next exercise.
- Modeling the wood frame
- Adding structural reinforcements
- Creating nails with primitives
- Unwrapping the wood and nails
- Combining UV elements
- Exporting the FBX file
- Creating the shader in Substance Designer
- Simulating weathering and edge wear
- Importing the mesh in Unreal Engine
- Applying the substance