Game Development Reference
In-Depth Information
FIGURE 8.5 Automatic mapping applied to a basic hand model
Note
To see an object's current UV layout, simply select the mesh and go to
Window > UV Texture Editor. In addition to seeing the UVs, you can also
edit them; we will talk more about the UV Texture Editor later in the
chapter.
We will see how to use some of these mapping methods as we apply UV mapping to our
characters, but first we need to prepare the geometry to make the mapping process easier.
Dividing a Character
Themost efficient waytotexture acharacter istodivide itupintoareas whoseshapes lend
themselves to a particular type of projection. For example, an arm could either be treated
as a cylinder, or if divided lengthwise, could use two planar projections. The idea is to ap-
proach the mapping procedure with a strategy.
Here is what to look for when choosing how to break up the character:
Look for areas that resemble the projection shape most closely. If you map a cylin-
der with, say, a planar projection, you will wind up with stretching on two sides
and overlap on the back; overlap is bad in almost all cases.
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