Forum > Modelling and Animation
UV Map a new race
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TheMetalCarrots:
Hey all,
Was wondering if there was anyone who could give me info on how to UV map a race I'm making that has textures with no real pattern to them. I did a bit of digging on this and found nothing that exciting, was just wondering how specific the textures need to be - I have a model that has textures all over the place, would this not translate well if I UV mapped the current textures onto the model - should I try to recreate the generic player model (body texture to the right, arm texture to the left etc.) using the textures I have instead?
Thanks all
TheMetalCarrots:
To clarify - the texture looks like the attached file, whilst the usual character model (I used the Draeneifemale as an example) has more structure to it. Would I have to go about trying to sort out my texture to look like this or could I make do with what I have?
schlumpf:
I can't link to it but someone once made a schema of character component texture layout. It needs to be exactly as it is with other races or facial features and equipment will break. In mop+ there is https://wowdev.wiki/DB/CharComponentTextureSections which describes the layout. Note that it also describes the <HD layout so is actually all you need to know!
TheMetalCarrots:
Alright, thankyou for the help - I'll get right on that!
inico:
The UV must look like this if you want to equip items:
(512x512)
For MoP pandaren and WoD character models:
(512x1024)
You must create a second UV channel with the playable character layout. Once finished, render the texture with the new UV layout:
(In Blender: Render-> Bake-> Textures)
Then, convert the UV channel with the character layout in the main one and apply the texture you just rendered.
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