Game Development Reference
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2. Separate the spikes from the upper arm ( Figure 8.25 , right), since these can be
mapped separately.
3. Moving on to the right arm, divide it up into the same workable sections.
4. To finish up, divide both hands into top and bottom sections.
Grae is now divided and ready to be mapped. Save the file as Grae_Divided.mb.
With both models prepared, we can move on to apply mapping to Kila and Grae. We will
use tools already mentioned in this section, as well as get our first introduction to the UV
Texture Editor.
Mapping UVs: The Checker Map Technique
Using a checkered texture as a guide while you manipulate the UV coordinates on your
meshwillmakeitveryobviouswhenanareagetsstretchedorlooksdistorted.Onceyou've
corrected all these problems, you can create your texture safe in the knowledge that what
you draw is what you will see on your geometry. The checkered technique is also a good
way to visually verify that all areas of the model are receiving proportionally comparable
texture space relative to each other.
Create the Checkered Texture
Load in the file Kila_Divided.mb.
Before we edit the UVs, we need to see how they currently lie on the geometry. To do this,
we'll first create the checkered material that will be applied to the model.
1. Go to Window > Render Editors > Hypershade. This opens the window in Figure
8.26 . Hypershade contains all the information on your current materials and tex-
tures, as well as on various other objects such as lights and cameras in Maya.
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