Game Development Reference
In-Depth Information
Figure 9.37 Selecting the polygons
for the first planar projection.
Step 51: Use the manipulator handles to scale the projection down to get
more square checkers ( Figure 9.38 ).
Figure 9.38 Using the manipulator
handles to get better texture
distribution.
Step 52: In the UV Texture Editor, move the new shell out of the top-right
quadrant.
Step 53: Select the polygons of the hand that weren't involved in the first
planar projection (all the palm and inner forearm).
Tips and Tricks
Sometimes the UV Texture Editor can be a great polygon selection tool.
In the view panel, Marquee around the entire hand (the glove area
extending up the forearm). Then, in the UV Texture Editor, Ctrl-Marquee
around the faces that were just mapped in the previous steps. This will
deselect those polygons in the view panel.
Step 54: Apply another planar projection via Polygons>Create UVs>Planar
Mapping. The settings used for the last projection will work great here too.
Be sure to scale the projection if needed to get those square checkers.
Step 55: Move the new shell out of the quadrant and toggle the shaded
UV display to on ( Figure 9.39 ).
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