The train again.
I have worked on the train model for the Sheffield VR experience for many long hours. After it was finished, I uploaded it in the obj format (3D model) to our GitHub repository, so the next stage, which was texturing, could be done by another team member, Margaret.
I was not entirely sure how the model would be textured and what style materials exactly we wanted to achieve for the train as it was not visible in the painting we were using as a reference for the project. We all knew that it had to have an appropriate to the era look. It came out that the idea was to digitally paint the model in an app called Procreate, but to do that the UV map of the model was needed. Initially, Margaret was going to do that but as I modelled the train, the task came back to me.
A UV map is a flat representation of a 3D model used to texture the objects. U and V refer to the horizontal and vertical axes. 3D models do not have a 3D texture, they are wrapped around with a 2D texture. Therefore, to achieve an attractive and more realistic look, UV unwrapping is necessary.
It might be questionable whether for the purpose of this project, where we use a painting from 1863 as the reference, and want to produce a virtual environment in a similar to that painting style, this extra task was necessary. The model could have been simply imported to Unity and have materials assigned to its elements. It would have created a simple looking 3D model.
It however was agreed at that time that I should try and create a UV map for the train.
I went back to Maya and opened the project with the locomotive and the 2 carriages I had modelled. I had to take some time and remind myself of all the steps of UV unwrapping. I found some simple, yet useful video tutorials. When I commenced the work, I realised that it is not going to work as the train – I started with the locomotive was already combined and, therefore, became one object where I could not select any of its parts separately.
I soon knew that there are two options. I could either model a train again to then create a UV map for it, or I could research methods of texturing 3D models not requiring UVs. I started my research and found out that it could be done through projection, in Blender, which is an open-source modelling and animating software. As I am not familiar with Blender and did not have any extra time to learn a new application at that time, I decided to go back to Maya and remodel the train.
It was again, a time-consuming process that took me several hours. After I had finished the model, I moved on to creating UV maps for it. Unfortunately, it was a much more complicated process than it looked and despite spending another few hours on this task, the result was not satisfying.
The following morning, I came back to that task. As I knew that it would take an enormous chunk of my time, I spent the entire day working on it – I was creating UV maps even on the tube to Elephant and Castle, on my way to university. I had finished just before 3pm and shared the model (with its UV maps) with the group. My work with the train was finished for good this time – I was hoping.
After a couple of days, it came out that not all the UV planes were cut and unfolded, therefore, Margaret jumped on correcting them.
Sadly, the result still was not good enough and the textures (painting in the Procreate) could not be done on the whole model. I again suggested assigning simple materials in Unity to some elements of the train, such as wheels. Although the train will be animated and moving towards the player, I think that the colour of its wheels and other small elements is not as important as it would require another person to try, and UV map the model.
UV unwrapping is a skill that requires a lot of practice and knowledge. I only had a little experience with that so far, and never worked on such a complex model before. It was a good learning experience that also reminded me of a variety of skills and corresponding to those skills job positions in the industry.