UVs and the board
Continuing on the board today, I wanted to load it in to Unity, but before I can do that I needed to create a UV map that would travel along with it.
UV mapping is clearly a skill on to its own. I spent a lot of time trying to figure out exactly why the UV map was showing the way that it was. There were a few verticies that were the incorrect height, but even after moving them, that did not solve all my problems.
So today I watched a video and learned more about UV unwrapping in blender. This was not my first time unwrapping a Blender model, but this was actually the most complicated model that I have unwrapped. The dice trays are ‘routed’ out of the wood, and the tray itself is also carved out so I wanted those separate from the rest of the model, knowing this would mean that the texture in those areas would not mesh perfectly with the top, but I thought since it was a hard edge, that would be ok.
Check out the video:
However, I did not expect the faces that are right next to one another to not blend, and I ended up with that. I will have to revisit my UV unwrapping again, but in the spirit of agile game development, it is good enough to move on.
Here is a close up of the problem area:
As you can see the faces on the model are not being drawn the same way at all.
What’s Next? On to dice rolling!
Other links about UV wrapping: