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UV Mapping, UDIMs for 3D Characters

  • Writer: ShrutiRoyBir
    ShrutiRoyBir
  • Nov 22, 2021
  • 2 min read

Updated: Oct 11, 2023

I used the waitress model for this. The model has many aspects to it which need to be UV mapped.

I select the skin of the character and press CTRL + 1 to hide everything else and cut out the character using the 3D Cut and Sew UV tool and unfold all of it.

After unfolding everything I organize it and start removing any red shading found on the face such as the nose and the mouth. Removing the red shades from the UV was extremely hard and time taking. Using the grab, pinch and by moving the vertices I somehow did the job.

Though it wasn’t perfect, it was good enough. The big red patches were slightly faded away. While removing them in some other areas I got the red patched but I didn’t want to spend so much time being stuck on this so I moved on.

I put every UV in these square boxes known as the UDIMs. The main goal is to put all of the UVs in these UDIMs and try to minimize the use of UDIMs.

I do the planar for the eyes and add the UV mapping of the eyes with the body UV map.

Now doing the cloths. Starting with the pants we use planar for the pants. I make the appropriate cuts to make the unfold clean. I unfold them and move on to the part where I fit them into the UDIMs by trying to avoid the need of changing Texel density.

I straighten some parts of the UVs using the Straighten UVs option. I then fit them into the UDIMs.

I cut the accessories that are the belt and tie. I straighten out things and optimize them to make them straight and easier to texture later on.

It was a time taking process to do all of them and halfway through it got a bit confusing. The buckles didn't have easy topology and they weren't similar to each other so it was hard and confusing to cut them.


I didn't get time to complete everything since I had more projects coming in but part 2 will be coming soon...

 
 
 

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