A short one this week.
I’ve been working, and continue to work on the UV mapping. Now I’ve noticed people’s eyes tend to glaze over when I say ‘UV Mapping’, so I will give a little more detail since I previously glossed over it when making the harness.
I consider UV mapping a lot like being a tailor. You have Two Dimensional cloth (textures), and you need to wrap it around a curvaceous body (the mesh). So how do you do that? By understanding topology and how curved surfaces warp and stretch when flattened out. A tailor creates a paper pattern; a 3D designer creates a UV map.
The big problem with UV mapping is, there’s no perfect way to translate a 3D surface into a 2D one, there’s always going to be some degree of distortion and stretching. So finding the best possible arrangement is key. The example above is very simple, but also would result in a lot of puckering at the poles. A better UV map would be something like this:
The reason this would be better is, the texture compensates for the puckering at the poles by being narrower.
So anyway, whole books could be (and have) been written about UV mapping and all of the multitude of possibilities that can be achieved with it. For now just know, this is what I’m working on, the mapping. The actual making the textures part is yet to come. And because of that I have nothing new to show that you haven’t already seen. But it’s an important stage of development and brings me one step closer to completion. By next week I may have something more interesting to show.