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Fig.1 - UV Mapping
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This is a created driverless car by me from my DSP project, I decided to learn UV'ing using this model. Since I have already been introduced to Maya, it was thankfully a simple task for me. As shown below, I used the UV tool and the planner mapping options to project the form in whatever angle suited the UV layout. I then selected each object and cut the ones that needed to be separated. For the ones that were not cut I put them in the corner as I only wanted one colour, however, a problem arrived as the UV mapping was not laid out properly on the car model. So I decided to cut them in half and put them close together as shown in Figure 3. At the end of it all, I thought this was a success as I was able to Map the UV nicely on the car. What I would change is the way I UV'd the car, for instance; since the car is a complex object, I should have cut around the parts that needed details (such as the wheels, mirror and lights) as transferring it to photoshop would be more flued in texturing.
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Fig.2 - UV Mapping Car Roof
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Fig.3 - UV Mapping Side of Car
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Fig.4 - UV Mapping Window
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Fig.5 - Final UV Mapping
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Fig.6 - Car Model UV'd
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It would be good to see some of the module exercises for UV mapping or some points you might have taken from the UV video lecture series. I think, for this car model, there could defintely be more seams, which would improve how well your UV shells unfold and create less UV distortion. Did you take important steps beforehand, i.e. mesh cleanup?
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