Game Development Reference
In-Depth Information
Asset Creation: Maya
Scenography UV Mapping
Scenography UV Layout within the Game
Design Pipeline
In the previous chapter we discussed how flexible the pipeline was when using
Unity, and how it is often preferable to not tear through all the art assets before
starting on game mechanics and scripting. However, in the 3D art asset pipeline,
there are some fairly clearly delineated steps that need to be followed.
UV layout is the second step of these strict guidelines. Generally, it is
important to make sure the geometry (model) is just as it should be before
starting your UV layout. If a UV layout is created, and then the geometry is
changed, the UV layouts have to be redone.
Similarly, the UVs need to be complete before extensive work is done on
texture creation. Since UVs define how a texture is “attached” to a geometric
form, if UVs are changed (or the form), the texture will no longer lay
appropriately across it.
So, although there is almost always some adjustments as the UV is laid out
(stray polygons that aren't needed are found or additional geometry is
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