© Nova Villanueva 2022
N. VillanuevaBeginning 3D Game Assets Development Pipelinehttps://doi.org/10.1007/978-1-4842-7196-4_5

5. UV Mapping

Nova Villanueva1  
(1)
Brooklyn, NY, USA
 
In this chapter, you continue working on the 3D mech that you started in Chapter 2, by moving to the next step in the pipeline: UV mapping. This chapter covers the foundations of arranging UVs, the UV Editor and Toolkit, and the guidelines for the next step in the pipeline. As illustrated in Figure 5-1, you had two paths you could have chosen—UV mapping of the low poly mesh or working on the high poly model (Chapter 6). As mentioned at the beginning of the book, a lot of the pipeline is nonlinear. Therefore, you can decide what you want to do next. Let’s now focus on UVs. ...

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