Game Development Reference
In-Depth Information
Figure 9.5 The UV Texture Editor
before we work our magic.
Cylindrical Shapes and Projections
We'll start with the arms. UV mapping the arms is really picking some of the
low-hanging fruit. The reason why the arms are fairly easy is that they are
essentially cylinders, which lends themselves quickly to a cylindrical projection.
Step 10: Make a selection similar to Figure 9.6 .
Figure 9.6 Initial selection for UV
Mapping the arms.
Tips and Tricks
Often, when working with checkerboard textures, swapping to a smooth
shade without texture display (press 5 on the keyboard) makes specific
selection of polygons much easier.
Why?
This selection is important because it shows where seams are obviously
going to be (at the seam of the shoulder and at the top of the gloves). But
it also is an important selection for what it does not include (the pouch
up on the outside of the deltoid). This pouch is likely sewn onto the arm
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