Textures & UV Mapping


This week I worked on the UVs for the city models, along with their texturing. To do the UVs, I used the Autodesk Maya engine, which is the same platform I'm using to create the models. For the texturing, I used Substance Painter. For simple models with little geometry, I did their UVs and texturing directly on the same model; however, in the city there are building models that have a lot of geometry and were not suitable for the type of game, plus having buildings with low geometry can also save us optimization and space.

(simple model - City street)

That's why I decided that the details on the buildings would be visible through texturing, so I made a low poly model and a high poly model, with the low poly model serving as the basis for texturing and the basis to be integrated into the Unity engine for the final game. Within Substance, in the bake section, I placed the high poly model on the texturing mesh, making the details visible through shading on a building that will actually be low poly; this also allows me to make UVs much simpler while the detail is visible in the texturing.

This is what the low poly building looks like with its UVs:

And this was the result in Substance Painter after placing the high poly model on the bake mesh:


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