Semester B: Week 39
Student: Tai Ser Yeet (22064351)
Programme: BA (Hons) Digital Media Design
Task: Week 39's Class Task
WEEK 39
[BLENDER]
UV Mapping & Texture Editing
This week, I wanted to add a material to my oyster shell. I visited sites such as texture.com and cgbookcase.com for free image textures but unfortunately, the site didn't carry either oyster shell material or clams. Consequently, I opted for rock textures because they look somewhat similar to an oyster shell, with its holes and shading.
From textures.com, I managed to find a layered rock cliff texture to apply to the model (click here). I didn't have a screenshot of my attempt in applying the layered rock texture but I do have evidence of my attempt in applying another grey texture. As seen below, the outcome was not pretty because it looked as though the material was slapped onto the model, making it rather unrealistic.
Coincidentally, I was at the library with my flatmate who studies 2D animation but has assignments where she needs to use Maya for 3D work and gave me some useful pointers while I was doing this project. To transform the texture of the model, she suggested selecting the faces of the model instead of the vertices because it leaves less room for error. She also said that it is completely fine to overlap the unwrapped elements over each other but keeping in mind that it will be harder to select them individually next time. However, in the UV editing tab, I could always select the parts on the actual model.
Another thing she suggested was that I could use an actual image to be applied to the model. I found a tutorial on how to do that below. I tried it but for some reason, it didn't work for me.
After what felt like ages, I wasn't making much progress so I reverted back to applying image textures using free materials on the web. I also referred to a tutorial that provided guidance on how to wrap models by marking seams on various parts so that the system avoids stretching the material.
- increase the size of the image in Photoshop so that the unwrapped parts can be enlarged but still fit within the perimeters of the image
- the reason why you can't see the material on the model after importing it into Unity is that the actual image texture is not inside the asset folder yet
- the layered rock texture already looks good on the shell
- make sure to add the solidify modifier onto the shell, if not, the model will be too transparent
- Either flatten the model and add an image texture on top to give the illusion of the ridges or use the spin tool to create the curvature and extrude the top faces to form the ridges
- Position the pivot point concerning the amount of curvature that you want
- To create bumpy sides, use the knife tool to carve out a specific part and pull it out using the move tool