3D Modelling - 17/09/2015
- soupoandthesoup
- Sep 17, 2015
- 1 min read
Today we learnt about: Contraints, Geometric Theory, Tileable/Seamless textures and their purpose, Bumb and UV mapping,
We created a plane in Maya using the primitive shapes, then we got a Seamless texture to put on it we saved the file then made a balck and white version this was for our bumb map. We applied our coloured texture to the plane. we then went about adding the bump map. Bump maps make it possible to give depth and a 3D feel to a 2D plane, this allows you to use only 2 triangles for your maximum poly limit on jut one wall and still get a 3D wall rather than using thousands upon thousands of poly's on making bricks with cracks etc...
A reason for using a smaller seamless texture intead of a texture of the wall is if you render it in a game every frame in split seconds it has to load every frame an extremly large image and map it to the plane having a small sized seamless one can be opend in the engine really quicjly and copyied multiple times to the object