Game Development Reference
In-Depth Information
sleeve, and thus there would be a seam all the way around where the
pouch attached to the sleeve as well. To minimize distortion on the arm,
this pouch will be mapped separately.
Tips and Tricks
When selecting objects or components in Maya (especially when detailed
selections like this are involved) it's important to remember a few things
about Maya's selection paradigm. First, remember that Maya (by default)
selects through the object. So as a Marquee selection is made around a
collection of polygons, remember it is selecting the polygons on the back
side of the mesh as well. Lots of students don't like this at first, but in the
long run it can be a huge time-saver.
Second, remember that Shift-selecting an object or component will select
the object if it is not selected, but will deselect an object or component
that is already selected. Ctrl-selecting will always deselect, and Shift-Ctrl-
selecting will always add the object or polygons to the selection.
Step 11: Create a cylindrical projection. Select Polygons>Create
UVs>Cylindrical Mapping. A new set of manipulators should appear
similar to Figure 9.7 .
Figure 9.7 Immediately after a
cylindrical mapping function and the
new manipulator handles that appear
(emphasis added).
Why?
It's important to understand what we're seeing in Figure 9.7 . What the
manipulator is displaying is a semicylinder wrapped halfway around the
arm from the front. This means that the texture would be repeated for the
back half (obviously not what we want). Additionally, the default projection
of the cylindrical mapping is straight up and down, but the shape of the
polygons being mapped are not straight up and down. Finally, currently,
there would be two seams (one where the half cylinder starts and another
where it ends), and one of these seams would be running down the outside
of the arm—not a good place for a seam. We need to adjust this.
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