The images below show the progression and development of my learning when UV Mapping a 3D scene. I have never UV Mapped before so this method is still quite basic. I have used a couple of online tutorials from digital tutors in order acquire a better understanding of the way UV Mapping works. This scene consists of a vinyl record player which will feature as one of the first establishing close up shots of my animation short.
UV Mapping is necessary as it is a method of creating a map for the textures, so that they can behave correctly on a 3D model.




The image above demonstrates how I was experimenting with the bump map. The bump map here has produced very deep chasms. The bump intensity was set to default. I shall have to decrease the amount because the detail here is far too pronounced, undesirably and distracting.

With smooth preview switched on this really does look great. I am very pleased with this. The mia material is providing a very nice chrome texture. I am not entirely sure about the incandescent plane however. It seems to be overexposing the shot and the bright reflection on the chrome arm and needle head is not something I want. I may have to render the same shot with and without the incandescent plane serving as the reflection so that using adobe after effects I can merge the footage together and deleting the area I do not want illuminated.

Above is where I used a highly reflective blinn for all the metallic components. As you can see this material was not suitable. It is too flat and the texture is too uniform.





Above is the vinyl record texture. This was a texture I made using various photographs of vinyl records on the internet.

Above is the UV editor which I used to complete the UV mapping process so that the textures look even better. This graph shows the layout of the UVs. This graph can be used to edit the size and look of the applied textures. The UV's must be edited within the top right of the graph.

I have applied a checkered texture to all the components as a temporary test in order to locate any texture stretches. In this image I had to make sure that the checkered texture was not stretched by using the scale tool in the UV editor so that the checkered pattern formed perfect squares. By this useful technique I can use this temporary texture as an indication to show me where the texture is stretching.

The render above is a low resolution test which demonstrates how the textures are behaving when the model is rendered.



Above is an image of the low resolution vinyl record player model.