The unwrapping stage was relatively easy to do. I drew upon experience from character models in previous models and the puppet master's unwrap, which I'll also be showing as I forgot to include it in previous posts, to act as a guide in order to get the correct seams and avoid texture stretching as much as possible.
The most difficult part of the models were deifntely the heads for the NPC's. Trying to get the seams in the correct places was definitely a challenge, and even required looking at various YouTube tutorials by differing artists to ascertain what would work best. I made large use of the pelt map and relax tool combo to get the best results possible. I broke up the Puppet Master, Mum and Dad NPC's into 3 different texture ID's in order to allow for the biggest amounts of details as possible. Below shows the UV checker texture applied to all the finished models, as well as their respective unwraps.
The Puppet Master
The Dad
The Mum
Unity Issues
After the unwrapping was finished, each model was exported in an FBX format for the programmers and animators to use. Unfortunately, a few issues cropped up that I didn't realise till after the first FBX's had been created. These including incorrect placement of the hair models on the NPC's heads, feet not fully on top of the slippers, and within unity engine being unable to place the highlighting outline on the models.
The slipper and hair issues were easy to fix through correcting the placement. However, the Unity issues took longer to solve. Different issues were tried, including exporting two meshes over each other, which although worked unfortunately caused the two meshes depth of field to collide with each other. Exporting the model out with an extra texture slot also failed to work. The eventual solution was to export out one model with 3 texture slots, and one model with only one texture slot. These were then placed over each other in the unity engine, with with all the main textures, and the other with the enemy highlight, which then worked successfully.
The next post will look at the set up for mudbox exports and basic texture renders.















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