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Creating a Next-Gen farm

“Creating a Next-Gen Farm ” by Daniel Vijoi
This next image shows the finished UVs, unwrapped, scaled to proportion an organized to maximize texture space use.

Creating the UVs for such a vehicle requires a careful analysis of the reference photos to decide which areas will have dedicated UV space and which can be mirrored or overlapped without causing artifacts. Reference photos should be checked carefully for any details that might be added to the texture. The layout presented above has most of the elements mirror mapped but for unique details like the bumpers, radiator grid and cabin; the UVs have been kept unique. Here’s a more detailed image of the areas that have mirrored UVs:

The red areas with the same number have identical UVs. The sides of the car can almost always be mirrored as they are not visible in any one view at the same time. Areas that have been mirrored and require attention when texturing are the hood and the truck bed. The „butterfly” artifacts can be avoided in mirrored areas by adding a smaller amount of contrasting details on the texture.Using the above UVs, here is the final truck diffuse texture:

As you can see, the hood area lacks rust and other particularities to make the mirror less obvious. Also, the rear bed area has details that don’t have too much contrast in it to serve the same purpose as the hood texture area.Also noticeable is the lack of illumination in the texture. The engine will be creating the lightning and shading based on the geometry and normal map. Details like the scratches will look a lot better with corresponding normal map detail.
Adding shadows on the diffuse map will usually interfere with the engine’s details, giving the object an unrealistic look so it is to be avoided.
In the next image, you can see the final normal map generated using the same methods as the one done for the house. The dents in the metalwork have been generated in Crazybump to give it a more organic look.

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