Game Development Reference
In-Depth Information
Figure 9.25 First selection in mapping the chest.
Why?
Why not the shoulders or the collar or the undershirt? On my version of
Aegis, the character has some shoulder pad made of a different fabric.
Since this is another fabric, it will be mapped with another more accurate
mapping (a half-cylindrical map using the technique in the following
steps). The collar will be best mapped with one cylindrical map that wraps
entirely around that ring of faces.
Step 34: Create a cylindrical projection (Polygons>Create UVs>Cylindrical
Mapping).
Step 35: Move the projection's center back in Z. Press the red T to
manipulate the center of the projection. This is a little hard to show
in screenshots, so take a close look at Figure 9.26 . The persp view
panel shows the results, while the actual movement takes place in
the side-view panel. Using the move handles on the projector (the
cone—specifically the blue cone for Z—it'll turn yellow when selected),
move the projection's center back in Z. This will cause the distortion
particularly visible in the shoulder area to gradually lessen until it is
almost gone.
Step 36: Scale the projection to achieve square checkers
( Figure 9.27 ).
Step 37: Unfold and move. In the UV Texture Editor, swap to UV mode
and move this new collection of shells off to the side. Use the Smooth
UVs tool and Unfold. Scale the shells so the checkers are the right size in
relationship to the rest of the mapped surfaces.
Step 38: Repeat this step for the back of the chest and for areas like the
shoulder pads ( Figure 9.28 ).
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