Game Development Reference
In-Depth Information
4. Scroll down to the panel labeled Render Stats and open it up. Uncheck the check-
box labeled Double Sided.
5. Now look at your mesh; do any areas appear inside out? You can quickly fix them
by going to Edit Polygons > Normals > Conform.
In most cases, all the polygons in the object will now be facing the same direction.
If the problem remains, try selecting the faces and running Edit Polygons >
Normals > Reverse, making sure the options are set to Reverse.
The Kila model is fully prepared now and ready to be textured. Delete the history and save
the file as Kila_Mapped.mb.
Mapping Grae
Using what you have learned in this chapter, load the divided Grae model
(Grae_Divided.mb), and see if you can apply UV mapping to him.
Tip
If you are having trouble mapping an area, try dividing it further into more
basic shapes, such as cylinders or planes. This will simplify the task of ap-
plying basic UV mapping. Concentrate then on getting each piece looking
correct before combining them all again.
Figures 8.88 and 8.89 show my finished Grae model and UV maps, which we can use in
the next chapter. You can find this file on the CD as Project Files/08/Grae_Mapped.mb.
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