Game Development Reference
In-Depth Information
Chapter 8. Texture Preparation
CD Files
CheckerMap.jpg
Kila_DeformTest.mb
Kila_Divided.mb
Kila_Mapped.mb
Grae_DeformTest.mb
Grae_Divided.mb
Grae_Mapped.mb
KilaBodyUV.tga
KilaHairUV.tga
KilaHeadUV.tga
GraeBodyUV.tga
GraeMiscUV.tga
GraeWingUV.tga
The kila and grae models are complete, but they need color to bring them to life. Before we
can apply color to our geometry we must prepare the surface by applying UV data.
Within each vertex that exists in your polygon model lies a UV point (“UV” for short),
which stores 2D coordinates that correspond to specific pixels on your texture. When you
create any primitive objects in Maya, UVs are assigned by default, but these UVs are often
alteredwhenfurthermodelingoccurs—meaningthattheyneedtoberearrangedtolookcor-
rect.
We will begin this chapter by looking at ways to clean up the UV data, making it usable so
that we can then apply a texture to our characters.
Mapping Methods
There are four main ways to apply UV mapping data to a polygon object: planar mapping,
cylindrical mapping, spherical mapping, and automatic mapping. All of these involve pro-
jecting the data directly onto the objects surface.
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