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You're reading from  Unreal Engine 5 Character Creation, Animation, and Cinematics

Product typeBook
Published inJun 2022
Reading LevelBeginner
PublisherPackt
ISBN-139781801812443
Edition1st Edition
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Authors (2):
Henk Venter
Henk Venter
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Henk Venter

Henk Venter is currently running his own 3D Art Production Studio. He was the Principal Character Artist at THQ Studio Australia and Senior Character Artist at Electronic Arts in Montreal, Canada. In the UK he worked for Microsoft's Studio Rare, Sumo Digital, and Eurocom Entertainment.
Read more about Henk Venter

Wilhelm Ogterop
Wilhelm Ogterop
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Wilhelm Ogterop

Wilhelm Ogterop worked in bigger games studios in the UK as Character Animator and later Lead Animator on several projects. He was also part of ingame real-time cinematics teams, motion capture direction, cleanup, and implementation. Studios he worked for on-site, as well as a contractor, include Raven Software, Deep Silver, Travelers Tales Fusion, Eurocom Entertainment Software, Instinct Games, Entrada Interactive, and Headfirst Productions.
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UV unwrapping the Alien Plant model

We will start our journey of learning about UV maps by UV unwrapping the Alien Plant model. Before we can start, we need to prepare the mesh's shading. In the next section, we will do just that.

Fixing shading issues

Import the Alien Plant model from the directory that you used when you completed the Using Instant Meshes for Auto-Retopology section of Chapter 3, Let's Sculpt an Alien Plant!.

Note

Low-poly describes a low-resolution mesh (that is, low geometric detail). Similarly, the term high-poly describes a high-resolution mesh (that is, dense geometric detail).

Open the low-poly Alien Plant model in Blender and switch to Edit Mode with Edge Selection mode turned on. You will notice that parts of the mesh's edges are displayed in a turquoise color. This is because we've imported the model as a .obj file from Instant Meshes, and some edges are set to display as sharp. Fortunately, there is a very easy way to fix...

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Unreal Engine 5 Character Creation, Animation, and Cinematics
Published in: Jun 2022Publisher: PacktISBN-13: 9781801812443

Authors (2)

author image
Henk Venter

Henk Venter is currently running his own 3D Art Production Studio. He was the Principal Character Artist at THQ Studio Australia and Senior Character Artist at Electronic Arts in Montreal, Canada. In the UK he worked for Microsoft's Studio Rare, Sumo Digital, and Eurocom Entertainment.
Read more about Henk Venter

author image
Wilhelm Ogterop

Wilhelm Ogterop worked in bigger games studios in the UK as Character Animator and later Lead Animator on several projects. He was also part of ingame real-time cinematics teams, motion capture direction, cleanup, and implementation. Studios he worked for on-site, as well as a contractor, include Raven Software, Deep Silver, Travelers Tales Fusion, Eurocom Entertainment Software, Instinct Games, Entrada Interactive, and Headfirst Productions.
Read more about Wilhelm Ogterop