Game Development Reference
In-Depth Information
FIGURE 8.63 Apply mapping to the inner pieces of hair at the brow.
2. Tweak the UVs, removing any overlapping or stretching areas.
3. Separate both sets of UVs if they will overlap when the two pieces of geometry are
combined.
4. Combine the meshes, welding the vertices down the center.
5. Next, you will join the two sections of UVs, using the center as the connecting
point. Rather than having to manually move one set of UVs to the other, Maya will
do it for you. In the UV Texture Editor, select the edges that connect, as seen in
Figure 8.64 , left.
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