Game Development Reference
In-Depth Information
FIGURE 8.10 Separate the front and the back of the legs.
Shoe and Belt Division
Continuing on, we get to the shoes. Both shoes will be mapped the same, so we can delete
the one on the right for now, and duplicate the left shoe once mapping has been applied.
Thereareanumberofwaysyoucanapproachtheshoes,dependingontheamountofdetail
you wish them to have.
A simple planar projection from the side is usually a good way of quickly mapping
the shoe. This does mean, though, that the inner and outer sides of the shoe have to
be the same.
You could use automatic mapping, as demonstrated earlier with the hand model,
but this might give unpredictable results—you could wind up spending most of
your time rearranging the UVs.
To get the most detail into the shoe, the best approach is to manually split up the
model. This will also give you more control over the UVs' placement. This is the
method demonstrated in this discussion.
Separate the sides, top, front, back, and bottom ( Figure 8.11 ) . We will apply planar map-
ping to each area later.
FIGURE 8.11 Divide the foot into specific areas.
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