* The upper and lower parts of the body are split into their own UV to make the correct use of the BOM system and also double the texture detail. * Unlike the LLUV, left and right arms have their own UVs so you can do things like for example have a tattoo on just one arm, this also solves the need of 2 different skin textures loaded on both sides of the body like you had in the Kemono UV, both left and right sides of the body are now on same page and still makes a much more efficient use of the UV space and have higher texture detail than the Kemono could ever do. * Grid uniformity, i modeled the body to follow a square grid as wherever is possible, this allowed for an easy square grid unwrap and this makes it very easy to add seamless tiling patterns such as fishnets or stripes (fishnets were a huge headache to do on the LLUV back when i used to make clothing texture layers.) * Being as seamless as possible for ease of texturing using traditional means, no more unecesery pesky seams cutting in the middle of important and hard to align detail like the elbows in the LLUV. ![]() * Maximizing the use of the available UV space for maximum skin detail and minimum stretching. These are the problems this kind of UV solves: ![]() The Anime Avatar UV, AAUV as i will be calling it, is done.
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