Character UV






The UV split of the character’s body is a very delicate issue, I need to consider which line to cut both to ensure that there will be no errors in baking after the face is unfolded, but away from the player’s centre of vision, so I chose to cut a line on the back of all the parts of the body will be enough, the advantage of doing so is that even if there are UV seams, it will not affect the overall material effect of the character




The most important part of the UV stage of the character’s equipment is whether the UV is flat and the utilization rate of each UV set is as high as possible, so I set the UV of the entire character’s equipment within 5, which is also the estimated number of UV assigned to the equipment by some 3D artists when they split the UV when I was researching the grid topology,Since the character is the visual center of the player’s control, I choose to spend more time in this part manually splitting the UV and arranging each UV shell properly to get a better effect, which I can control, rather than using an automatic UV splitting tool,Before FMP started, I did some exercises without considering the number of UV sets and the rationality of UV splitting, but this year’s learning experience made me grow a lot and have a deeper understanding of UV splitting