Part 3 goes through the UV mapping process for this L-shaped geometry. It also shows how to use the subset functions to assign the bitmap only to the top facing polygons.
In part 2, we look at an alternative method for creating the L-shaped geometry from part 1, without the use of boolean function. This method starts with bezier regions created in Adobe Illustrator and results in geometry that is easy to UV map.
In this tutorial, we take a look at geometry created by a boolean operation which wouldn’t UV map well. We look at how to recreate this geometry so it can be UV mapped properly.
In this tutorial we create some corner geometry connecting several piping elements. We will explore a novel use of the Replace Selected function to help with the process.
In tutorial we look at using the Snap To tool in order to accurately align objects in a scene.
In part two, we look at a component of the large and complex scene that needs to be optimized. We replace duplicated objects with instances and look at specific conditions to watch out for.