Game Development Reference
In-Depth Information
1.
Looking first at the eyes, apply a simple planar map here across the Z axis, scaling
the UVs toward the back slightly. This will reduce the stretching along the sides.
You can see the result in
Figure 8.54
.
FIGURE 8.54
Planar-map the eyeball.
2.
Next, consider the geometry that makes up the inner wall of the mouth. This, too,
can have a simple planar map applied to it; this time, however, as shown in
Figure