Plasma turret – Part 2

Following the previousĀ post about modelling comes this post about UV mapping. Before applying texture to a model, it is necessary to create a UV map. Basically, the UVĀ is what links the texture in 2D to the model in 3D. In the example below is a depiction of the mapping of the “rotor” part of the model. For this section of the model I did mark the seams of the UV map myself (ctrl+e while having an edge selected, then “mark seam”). There are some “good practices” that I tried to follow: (more…)