Game Development Reference
In-Depth Information
Tip
You should work in Use No Lights mainly when you're applying textures.
This is particularly useful when lining up the separate sections of the tex-
ture, as when matching the shoulder with the torso. Keep in mind that the
better your characters looks in the “no lights” view, the better they will
look in the game.
Continue around the body and the head texture pages, filling out the lighter areas.
When you're done with those areas, create another layer called Highlights. Work on top of
the lighter tones, implementing any highlighted areas (for example, her cheeks, nose, and
breasts).
Tip
Feel free to create more layers when you are not completely confident
about painting directly on top of your work. If another layer exists above
the main one, you can always combine them after you've finished work-
ing, by going to Layer > Merge Down (Ctrl+E/Cmd+E). Also, instead of
just merging with the layer below, you can merge all the visible layers by
going to Layer > Merge Visible (Shift+Ctrl+E/Shift+Cmd+E). Another
option is to merge all the linked layers by going to Layer > Merge Linked
(Ctrl+E/Cmd+E).
You can still at this stage make minor alterations to the geometry—say, for example, you
notice that the shape of the face needs a slight alteration. Major changes, though, will in-
volve some editing in the UV Texture Editor and possible alterations to the texture. If you
make considerable changes to the geometry and/or UV Layout, you can always generate a
new UV snapshot to replace the one in your .psd file.
At this point, Kila looks like the image in Figure 9.11 , which uses the texture pages shown
in Figure 9.12 .
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