UV wrapping was done by selecting the chosen part of the model and opening Maya's UV editor.
Once open the mesh diagram inside the editor was deleted. A new one would then be generated using the "Automatic" UV unwrap function in the editor.This would unwrap the UV better than it had initially, many of the UVs were fine to use, however not all were perfect so required clean up. This could range from simply sewing faces together or having to move each individual line on the UV to ensure it lined up properly so the textures would apply without anomalies occurring during texturing.
Materials were then assigned to each of the mesh parts, as with Substance painter if any mesh has the exact same material (E.g. Lambert1) then its textures would apply to both meshes which is not ideal as we do not one leather texture to be put on something like metal armour or vice versa. However the same materials could be used to parts which are duplicated, for example the pouches used on the space trooper will have the same textures so having them be the same material would save time as I would not have to texture each one individually.
Blinn was the choice material for any mesh with a shiny surface, this was used on most meshes which I intended to have metal textures placed on them. This included the Armour on the knight, the goggles on the logo character (pilot) and the skull and wings insignia on the Space Trooper.
Lambert was used on meshes which were not shiny, this included cloth such as the knight's robe or logo character (pilot)'s jacket as well as harder surfaces like the Space Trooper's helmet and body armour.
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