In my last post, I showed the process of laying out UV's for meshes in Maya. The next lesson for Art Creation for Games involved building upon that foundation. Solid UV work is a vital part of the texturing process. There are two different types of textures used in video games, Collage Textures and Tiling Textures. Collage Textures are unique and created for a specific asset such as a character or individual item. Tiling Textures are seamless and created to repeat or tile. This type of texture could be used for surfaces such as a brick wall or a tiled floor. Below are some examples of both types of textures.
Examples of tiling textures via Art Creation for Games curriculum.
Example of a collage texture via Art Creation for Games curriculum.
I also learned the process for creating textures in Photoshop.
- Determine the working size of your texture
- Keep brightness and saturation in the middle
- Remove any obvious details/specific details
- Add detail from large to small
- Consider use and size on screen when adding details
The Archway
Time to implement it! For this lesson, I was given three different assets to texture. The first asset was an archway.
Base mesh.
Texture provided for archway.
I started off by fixing some issues with the face normals. Autodesk defines normals as, "a theoretical line that is perpendicular to the surface of a polygon. In Maya, normals are used to determine the orientation of a polygon face (face normals), or how the edges of faces will visually appear in relation to each other when shaded (vertex normals)." This means all the face normals need to be pointed in the correct direction to ensure the texture is visible.
The spikes show the orientation of the face normals for the geometry. Notice they are all pointing the same direction after I applied conformity to them. |
Next, I moved on to laying out the UVs of the archway and then importing the texture. I made sure all the UVs were proportional to ensure the texture wouldn't stretch on the archway mesh.
Screenshot of UV layout in Maya. |
As you can see in the screenshot above, I laid out the UV's over the corresponding part of texture I wanted that piece of geometry to have. With the normals oriented correctly, my UVs laid out, and the texture properly applied, I am ready for a final render.
Final render in Maya, utilizing MentalRay. |
Overall, I was satisfied with the final project. As you can see, you are able to add a considerable amount of detail to a basic mesh by utilizing textures. Next, I will be moving onto the second part of the assignment: texturing a barrel.
The Barrel
I started off with the base mesh of the barrel, provided to me.
Base mesh for the barrel. |
Textures provided for the barrel. |
In order to have an easier time laying out the UVs over these textures, I took them into Photoshop. In Photoshop, I combined the two textures into one.
Combined textures. |
UVs laid out on my new texture. |
Final render in Maya, utilizing MentalRay. |
The Pipes
The last asset for this assignment was a configuration of plumbing pipes. This was a more complex mesh because, unlike the archway and barrel, it contained variety of of different parts with differing proportions. As with the previous two assets, I cleaned up the normals and laid out the UVs. The texture for this asset was a basic checkerboard pattern that allowed me to check for squashing and squishing of the UVs.
Base mesh for the pipe asset. |
Provided texture for the pipe asset. |
UV layout for the pipe asset. |
Final render in Maya, utilizing MentalRay. |
After completing these three assets, I definitely feel a lot more comfortable with UVs and textures in Maya. I will keep working on these methods in the future to continue to increase my competency. All of these skills will build a strong foundation for the next lesson, "Block out, Mid, High Res & In-Game builds."
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