As I have UV unwrapped previous projects before, the UV unwrapping process for this project was fairly simple. Though, I seemed to overlook the thickness of some of the subtools of my model. Namely most of the cloth such as the capelet and the shirt- due to the thickness, it was easy to make mistakes when selecting vertices to create into a seam. Looking back, I should have kept the capelet and the shirt as as single plain thickness. I also observe that the face orientation was convoluted due to the thickness of these materials, and looking back, I should have adjusted them before I started texturing. I also feel that I have much to learn in regards to UV maps and unwrapping them in the most efficient method.


I also should have thought of more efficient ways to minimise the amount of subtools that I had. Despite the lack of complexity in my model, there were still over 85 subtools within the project, and moving forward I would have to look at how to reduce that.


After unwrapping every object , I moved onto testing how the textures would look on my model to try and weed out any errors.

TESTING TEXTURES

I imported my model into Adobe Substance Painter, as I was most familiar with this program when it came to texturing my model. Using textures from the program itself, I applied them onto my model for the sole purpose of seeing if the UVs were to my liking and to search for defects in them. However, most likely due to the quality of the textures and the cleanliness of them, I do not think I was able to see most of the errors in my UVs, as I was testing with only 1k resolution. After this test, I was satisfied enough for this model to go through higher quality texturing.