Game Development Reference
In-Depth Information
FIGURE 9.33 Create duplicates of the eyes.
2. Duplicate the eyes, moving the copies slightly forward ( Figure 9.33b ).
3. You will apply the alpha map to the duplicates. This means the eyes as a whole can
rotate, while the highlights and shadow stay static. You can therefore delete the
back row of polygons from the duplicates ( Figure 9.33c and 9.33d ) .
4. Move the duplicate eyes back so they exist just in front of the original eyes ( Fig-
ure 9.33e ).
5. Finally, apply the hair material to the duplicate eyes. (We are using the hair page
because it already uses an alpha map and has extra UV space in it.) They will be
completely black for the time being, until you update the texture.
6. With the duplicate eyes still selected, open up the UV Texture Editor ( Figure 9.34 ,
left).
FIGURE 9.34 Apply the hair texture to the eyes.
7. Separate the UVs for each eye so that they no longer lie on top of each other. Then
reposition the UVs for both eyes so that they lie over the empty space on the tex-
ture page ( Figure 9.34 , right).
8. Now we have extra information on our UV Layout. We need to export it as a UV
Snapshot so we can use it in Photoshop. Export the eye UVs as a temporary file,
making sure it is the same size as the hair texture page (256x256 pixels).
The geometry is prepared; now let's update the alpha map.
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