Game Development Reference
In-Depth Information
Figure 9.19 Pouch to map.
Step 27: Map the pouch. Choose Create UVs>Automatic Mapping
(Options). Make sure the Planes setting is set to 6. Press Project. In the UV
Texture Editor the faces that have just been mapped will be highlighted
in salmon. Before selecting anything else, in the UV Texture Editor right-
click-hold and choose UV. Immediately Marquee select all the faces that
are in that top-right quadrant. At this point, all the other faces will show
up in that space, but if the Move tool is immediately used, the UVs for the
pouch can be moved off to the side ( Figure 9.20 ).
Figure 9.20 Initial projection on
the pouch.
Step 28: Sew it up. Figure 9.21 shows the pouch sewn up. The process
was the same as sewing up the pillar back in the set design: select an
edge on the outside of a shell (which will select an edge elsewhere
on another shell), check in the 3D view if these edges should be sewn
together, then use Polygons>Move and Sew UVs. Repeat until the pouch
is assembled.
Why?
Note that there are two shells hereā€”one is the pouch and the second is
the clasp. Since the clasp is another type of material, it's an easy place to
leave a seam. If this shell were to be sewn onto the larger shell, the results
would be a very distorted shell.
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