Game Development Reference
In-Depth Information
FIGURE 8.16 Detach the inner polygons.
Kilaisnowpreppedandreadytobemapped.Cleanupthegeometrybydeletingthehistory,
and save the file as Kila_Divided.mb.
Grae
Grae is a more unique character than Kila, but a lot of the same principles will apply. We
willnowtakethesamestepswiththeGraemodel,gettinghimreadytoapplyUVmapping.
StartbyloadingthefilenamedGrae_DeformTest.mb.AsyoudidwithKila,takesometime
to check the model for any last-minute changes.
Wings
We will initially hide the wings and concentrate on the main body of Grae.
Youmay bethinking that wecould delete awing,mirroring the other oneacross. Wecould
do this with ordinary wings because the mirroring would not be obvious. However, Grae's
wings are made up of tendrils and should not look identical. What we can do is leave the
wings until last, applying them to a separate texture page. Then we can judge whether we
have the space to map both separately.
So for now, go ahead and divide up the body.
Leg Division
With the wings hidden, the first area of Grae's body that stands out are his legs. Looking
back to our concept drawing, we can see that the upper thigh sections differ in surface
design and thus will each need separate mapping. The lower legs, however, are the same,
which allows us to use identical mapping techniques.
1. As shown in Figure 8.17 , detach the lower legs and delete the one on Grae's right.
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