Our recent work with UVW texturing has gotten me thinking about its benefits and its limitations. While hyper-realistic UVW textures, especially ones made from photos, are nice, they have their limitations. I modeled and skinned a soda can recently, and the metal parts don't look exactly metallic. I had to use shading so they wouldn't just be solid gray, but even then, the lighting wouldn't reflect properly in a real scene. On the shipping box I textured, the staples were not 3D. Obviously, playing with shaders and bump maps is very useful, but my issue with the can specifically is that some parts need to be shinier than others, which is typically done with multiple materials. However, this is not how the object was textured; it used a single material with a UVW unwrap. The objects we've been using have also been basic primitives, with harsher edges than are usually seen in real life–this can lead to the edges looking a little odd, especially when things don't like up completely. The boxes have this problem especially. More rounded edges, and at least using a bump map to give the staples a more 3D-look, would be nice. Then again, this is meant to be a basic game asset, which the player will not look at too much. Using a simple cylinder for a soda can (which in real life has rounded edges) is little too far, though, but my skills aren't quite at that level yet–it was meant to be a simple exercise. So, to summarize:
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AuthorI'm moving on to my 4th (and final) year as a Game Art & Design student at Durham School of the Arts. I'd like to call myself an artist, but I'm a programmer at heart. Archives
February 2020
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