Unwrapping the UV’s on the Photo Frame
Today I begin working on the UV’s for the photo frame
which is on the bookshelf. I *think* I am getting the hang of the UV’s. I
definitely just need to keep practicing.
Here is my workflow process.
As Lothar suggested, I should decide the areas of focus
and importance then split them into main areas to UV. The first area I decided
was important was the area that would have the photograph. I decided to give
this face its own UV map but selecting it > planar mapping along the X axis.
The only issues I came across were that when I opened
the UV editor I already had a net there as if I had used auto mapping; which I
hadn’t. So I was a little confused…its probably supposed to be that way haha.
My point is that it was distracting when I was trying to pull apart the UV I
had just manually unwrapped (the frame front face) as I am still a little
clumsy within the editor; must gain more confidence here! :D
I then moved onto mapping the front edges of the frame
which face the player. These will also need a higher quality and therefore I
have made the UV’s the same size as the picture area. I also repeated the same process by selecting
the inner faces which point inwards.
Now that all the front areas, which are the most visible
area to the player, I moved onto my “section 2” which are the outer borders of
the frame. For these I did them separately and used a planar map projected
along the Z and X axis to get an accurate map.
The only problem I seemed to face was the angle of the
projection. As you can see the UV’s are diagonally orientated which I guess
could be okay? I don’t really know, all I knew was that I would MUCH rather
they were straight.
To manipulate this I selected each of the edge verts in
the UV map and used the straighten tool
on the UV editor to make the edges straight.
This in turn ensured that the checker pattern was
aligned correctly on the sides of the frames.
I repeated the process of selecting verts on the UV’s and using the
straighten tool to make sure all the sides were correctly aligned.
I moved onto the front of the frame by selecting the
front faces and then planar mapping from the correct axis to get the right
projection. As you can see on the UV map the shape is mainly square, which is
wrong, the shape of
the frame is actually rectangular so I had to manipulate the shape to ensure it
roughly matched the same shape of my model.
I repeated the process so that I eventually had mapped
the entire frame. I left the back faces smaller on the UV map because the
player just wouldn’t see them so it
would be a waste of good UV space ;)
Next job was to unwrap the frame stand which was
slightly more difficult because of the angles and misshapen uvs that I had to
sort out. The way I tackled it was to
assign faces of the frame to particular axis and planar map them accordingly. I
would also map the top and bottom face at the same time.
There are still areas of the UV's I need to work on because they aren't perfectly square which obviously defeats the object but for now I am happy that these are unwrapped and ready to place onto the UV map.
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