Proposed workflow for UV mapping and texture painting
Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Context. There are several workflows for texturing 3D models. 3D models will often have to be constructed and textured before they can be viewed in a game engine. Files would have to be exported and imported in order to view the result. This thesis will look at the usability of having the programs that are used to construct and texture assets connected with each other. In other words, a program would send and receive data in real-time which can be used to avoid the exporting and importing of assets.
Objectives. Define a better workflow for texturing models that will be used for games. Compare the usability in terms of speed and the bother of managing asset files.
Methods. This work utilizes a comparative experiment were subjects get to test and evaluate two workflows, the traditional workflow which the subjects should already be familiar with, and the prototype system that allows subjects texture painting in real-time.
Results. Results showed that all participants conducted the experiment faster using the proposed workflow rather than using the traditional one. According to the questionnaire, participants preferred the proposed workflow and did not mind having multiple application windows open simultaneously.
Conclusions. The results of both questionnaire and the time correlation data were positive, suggesting that using real-time viewing when texturing assets can enhance efficiency.
Place, publisher, year, edition, pages
2016. , 41 p.
real-time texturing, workflow
Computer and Information Science
IdentifiersURN: urn:nbn:se:bth-12799OAI: oai:DiVA.org:bth-12799DiVA: diva2:945618
Subject / course
UD1416 Bachelor's Thesis in Digital Game Development
UDGTA Technical artist for games
Lopez, Francisco, Lecturer
Sundstedt, Veronica, Associate professor