Since last blog post I have finished the model of my well. I had initially modeled the individual bricks for the base of the well. I group the bricks into two sections and added a Lambert material to them. However in class, my lecturer had given meĀ  some advice as to why it wasn’t such a good idea with individual bricks going into substance to be texture. I took this advice and instead of the bricks, I created a cylinder with similar circumference to the brick well and used that instead. The reason for this is that it well be easier to texture and would also look more realistic and would allow for a higher quality of texture to be shown.

 

After I was finished and happy enough with my model I then started to take the assets into UV editor to begin the UV mapping. I knew that it was very important to have good UVs on my assets as this helps when I import the model into substance. Good UVs means that the materials and textures will look smooth and seamless on my old well model. I found UV mapping to be quite difficult and challenging in areas. I would say it was definitely the slowest process for me. When UV mapping the wooden structure, I found many mistakes were made in the modeling of the structure and found myself having to remodel it a couple of times. Eventually, with a new model done, I started the UV mapping. I was shown how to use planar mapping which helped me greatly. I help tab and dragged my mouse over all the areas in the x-axis. Then I went to UV, planar, choose the x-axis and clicked project. This successfully projected the UV for the selected faces. I repeated these steps, but when selecting faces on the y or z axis, I then had to choose the different axis under planar and then project it.

I did this method for some of the other assets, but not all as planar only works with flat surfaces. After some time figuring out UV mapping and finishing all my assets, it was then time to take it to Substance painter.

 

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