CHAPTER 3

 

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Understanding Textures and UV Maps

In this chapter, we are going to discuss my workflow for texturing Tater. We are going to discuss creating UV maps and creating diffuse maps using a 2D paint editor such as Photoshop. Finally, we’ll discuss using 3D paint tools such as those found in modo to fix UV seams and add randomness to the textures.

To begin, we are going to continue with our discussion on vertex count and how the UV maps relate to vertices that are actually sent to the GPU.

Tater’s Weapon Load Out

Go to the resource site to view the video walkthrough for this chapter.

Creating UV Maps

Ok, so we know that a UV seam ...

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