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Dave Black
12-10-2002, 09:09 PM
As of yet, I have never had to do this as my company is quite small, but considering that, I'd like to be more flexible in the future.

Is there an industry standard for creating maps?

Is the modeler expected to hand the model to the texture artist to UVWmap and paint?

Or is the modeler expected to layout the UVs for the texture artist?

If the latter is true, then is there a standard way to layout the maps for the ease of the texture artist?

This probably seems like a ridiculous question, but I'd really like to know so I can perhaps train to become more efficient in future jobs.

Thanks for reading, and I look forward to your replies.

:D

-3DZ

leigh
12-10-2002, 11:13 PM
Well, I've also only worked in a small company, but I always made all the UV maps. But that's because none of our modelers knew anything about UV mapping :)

I do think it is better for the texturing artist to create all the UV maps, because one often finds that they need all sorts of tweaking once you start painting textures and finding that there are stretched areas all over the place.

Dave Black
12-11-2002, 06:42 PM
So the almighty Leigh is the only one to answer...Probably my criptic title. :shrug:

Well, thanks for the answer, Leigh, that's pretty much what I think. I just hear about bigger companies now using a higher level of stratification in their employment structure. I have friends in game companies that say they have just texture artists...Perhaps that deserves a phone call.

Anyways, thanks again for the reply, Leigh!

Any other thoughts guys?

:D

-3DZ

Slater
01-04-2003, 07:50 AM
I'm from Vancouver and most of the bigger game companies say they hire you to ba a part of a team, whether it be character modelling, animation, etc. (the bigger the company, the more refined their teams are)

but if your going for TV animation the texturing falls into the modelling department, but it really varies from company to company.

Does anyone else have something to add?

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