Game Development Reference
In-Depth Information
Look for areas that can share the same texture and projection information. The left
and right side hand areas, and maybe even the pants legs or the face (if symmetric-
al) are likely candidates.
When choosing where to cut, try to hide seams wherever possible. Look first for
natural seams like waistbands and collars. If there is no natural seam, choose the
next least conspicuous spot, such as under the armpit, between legs, under hair,
and so forth.
SplittingthegeometryupwillmakeiteasiertoapplytheinitialUVprojectionstothechar-
acter. With these in place, we can then go in and tweak the UVs individually to reduce any
undesirable stretching and overlap.
We will now begin working on Kila to show how best to divide her. No mapping will be
applied at this stage.
Kila
Load the file called Kila_DeformTest.mb.
Note
It's been a while since we looked at the Kila model because we have been
working on Grae. Take this opportunity to have a fresh look at the model,
making sure you are happy with it. When you're ready, we will begin by
examining the torso and arms.
Torso and Arm Preparation
Kila currently only has one-half of her upper body; the entire right side is a mirrored in-
stance. We're going to delete the instance and create a mirrored copy of the left torso for
her right sideā€”but first we will extract her arm. We do this because although we want to
map then entire torso, the mapping for her left and right arms can initially be the same, so
we only need one arm to exist at this time.
1. Select the faces that make up Kila's left arm and extract them, separating the arm
from the torso ( Figure 8.6 ) .
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