Game Development Reference
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FIGURE 8.74 The belt's final UV mapping
We now have basic UV mapping applied to the entire mesh—but before we can sign it off
as complete, some adjustments are needed.
Extra Mapping Adjustments
ThereisonefinalthingtodobeforewecanfinalizeKila'sUVwork.Onanynormalmodel,
we could use the same mapping for the left and right arms, essentially having to draw only
one arm. Kila's arms are different, however; one has a tattoo. So we will need a separate
set of mapping for each arm. The tattoo extends down onto her hand, so we will also need
a separate set of mapping for them.
1. Duplicate and mirror the current arm and upper hand ( Figure 8.75 ) . Then go to
Modify > Freeze Transformations; this will reset the -1 value on the Scale X at-
tribute back to 1.
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