Game Development Reference
In-Depth Information
Figure 9.14 Cylindrical mapping
the legs.
Tips and Tricks
Inevitably after making a projection you will discover that the
projection didn't cover enough polygons or you ended up grabbing
polys you didn't need. No worries. If a polygon is missing, just make
the selection again and create another mapping. If you grabbed too
many, just move the extras aside and pick them up in further mapping
functions.
Sewing Up Certain Seams
Among the shells are two separate shells for the fly (crotch) area. While
there usually is a seam that runs along the side of the zipper and then down
through the middle of the crotch, getting the zipper flap to look right when
the two shells are separate as they are can be quite difficult.
This can be an issue for the butt area and various other places as UV
mapping occurs. The fly area just provides a quick and easy example of how
projected shells can (and should) be combined to assist in later texture
painting.
Step 21: Find the edges where the fly is split. In the persp view panel,
select a few of the edges along the seam. Take a look in the UV Texture
Editor to find out what these edges are ( Figure 9.15 ).
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