Hey everyone what is crackin?
Another noob question.
My goal is pretty much to land a job in environment modeling. I want to create epic scenery for games and set pieces. Anywho. I am working on two project at the moment and in both cases the texture artists have been happy to do the uving.
I can uv, I am not brilliant at it though and I was wondering whose job it is to UV and since I don't really enjoy texturing should I just focus on building and getting better, or in studios is it required to have the builders also uv?
Replies
Texturing, normal mapping, UVing are more important than modeling skills in today's world.
Generally it's easier for whomever is doing the texturing to do the UV's, but in the case of High/low and baking normal maps, the UV's affect that too, so you'd have to take that into consideration. UV's seem quite crappy when you first start, but with a bit of practice and understanding they become a lot easier.
you should just take the time to learn, UV's are just one of those things that seem daunting for people new to 3d, but one way it will just click with you and will never be a problem again.
+1
It's really satisfying when a model has proper uv's and textured well. Uving is part of the process and it used to annoy the hell out of me but I do enjoy uving these days
If I can attest it to anything its almost like rendering in traditional art. When you are setting out your shading it generally gets to a meditative state and requires low brain power, you just do what you need to. Add the bounce light, push the values.. and so on.
The point being is make a few small models and get to UV'ing them, get a workflow for a hard surface, then organics, then.. whatever else you want. You will find your self getting faster and less annoyed over time.
You might be able to get away with no UV's in a Movie studio, where shaders are doing all the fancy work, but it's adds severely to render time, especially on pieces that move but the texture itself shouldn't be 'floating' or 'moving' in space over the mesh.
So yeah, no dice, you need to learn to UV. At the very least create the basic unwraps and stitching on your model, so when your friends get it, they will only to clean it up a little here and there.
In your case however, just look how they unwrap the model and what they generally do, and try to imitate that to save them time.
Naturally, this depends if your TA's workload is big or not. I mean are they CGTexturing pasting a couple of textures and calling it a day via CrazyBump? Are they writing the shaders? Vertex painting? Are they more of Tech Artists? Etc.
For all we know, you could be doing every single environmental model piece, and it would be pipeline-wise, unwise (pun intended) to UV something when the other peeps have the open time to spare, hence slowing down the team.
I agree with all of the above, and on top of that who's going to want to UV your assets in a production workflow ? none.