Game Development Reference
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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
8.55 , project it from the X axis.
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