With the assets I have created last week with Laura I began UVing in preparation for the vertical slice for our proposal.



I made sure to be as efficient as possible with my unwrapping so when necessary I can combine a few assets to each UV texture map whilst still having a good amount of texel density.
Following this I imported a few of these assets into Unreal to test out the UV’s and some placement to get a better idea of what I want to achieve for the vertical slice.


As you can see the UVs are working pretty well even with the repeating material textures (M_Brick_Clay_Old).
I showed Amil and asked for feedback on my UVing and he highlighted some fundamental ideas that would help improve them as well as spoke about some upcoming sessions we would have to really get UVing done efficiently and effectively. In the meantime though I focused on cleaning up some of these assets based on his advice.

I started of by removing any overlapping elements even if they are the same as it can cause baking errors with lighting etc later on.

I’ve done the same with this pillar added more cuts where necessary and also deleted faces that will never be visible. I have used the same process on this second pillar below also.

I’ve also made sure to have things efficiently spaced out so I can fit multiple pillars onto one texture map if needed.
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