Game Development Reference
In-Depth Information
FIGURE 8.76 Flip and separate the UVs for the new arm vertically.
FIGURE 8.77 For the new hand, flip the UVs horizontally before moving them.
The basic UVs are mapped now. As you can see in Figure 8.78 , Kila's mapping is looking
cleaner than the original. Currently, the squares of the grid are differing sizes, indicating
that some areas occupy more texture space than others. This is not a problem, however; we
can address this in the next section when we reposition the UVs so that they can be expor-
ted to an image file using UV Snapshot.
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