Week 8: UV unwrapping & Texturing for Duck & Beaver
- Venus Ng
- Jun 11, 2021
- 2 min read
Updated: Jul 27, 2021
On week 8, it was common test week and we have assignments to submit. I managed to finish the UV unwrapping of all the 3D characters this week so that I can prepare them for the texturing process in Substance Painter. After I export each of the individual character's fbx file and fixing all the UV shells based on the errors in Substance Painter, I started to texture them. I followed the colours drawn in the initial character concept art and also relied on my teammate's feedback for the texturing of the character.


The duckling UV unwrapping is split in different body parts of the duckling, such as the head, wings, feet, body, beak, ribbon, legs, eyes and hair.
The beaver UV unwrapping is split in different body parts of the beaver, such as the head, wings, feet, body, beak, ribbon, legs, eyes and hair.


For the duck, I attempted to give the body some texture of feathers by using the feature pattern as the height texture and then an overlay of a rough texture of fur. For the face, I only added the rough texture to reduce the visual complications on the head of the duck. All of the height and rough textures overlays on the colour texture. The hair is textured in the same way I did for the head. For the beak and the feet, there is only a base colour fill texture of orange. The ribbon was textured with a fabric smart material in Substance Painter and then changing the colour of the base colour to make it pink. The eyes was using one of the chosen plastic material.
Each body part have 3 texture files, namely the base map, mask map and normal map which will come into play when imported into Unity.


For the beaver, I also followed the initial character concept art for the texturing. I used a base colour fill texture with a fur pattern rough texture overlaid. I textured the teeth with a white colour fill texture and the eyes with one of the selected plastic smart material. The nose and freckles were then added on with a black colour fill texture and the paint brush in Substance Painter. There are smaller details that I added such as using height map to create hair on the head and fingers for the hands. The tail was created with a basic orange colour fill and then overlaid with a fence pattern for height map.
Each body part have 3 texture files, namely the base map, mask map and normal map which will come into play when imported into Unity.
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