Game Development Reference
In-Depth Information
Figure 9.41 Unfolding the edges of the shells.
Tips and Tricks
Note that Figure 9.41 shows the edge unfolded. Remember that when
selecting the UVs along that outer edge, the UVs could be right on top of each
other. Be sure to Marquee select to select all the UVs along that outer edge.
Step 58: Scale the shells to an appropriate texture space usage so that the
checker sizes match the other shells in the view panel ( Figure 9.42 ).
Figure 9.42 Scaled and
completed hands.
Finishing Up
Step 59: The rest of the unmapped parts, the boots and the collars, all use
the same techniques used thus far. Apply what you've learned and map
the rest of the form.
Step 60: Organize the shells. Make sure that there are equal-sized
checkers all over the mesh. Then select all the UVs and scale them down
en masse. It is important to scale them all together in order to keep the
relative use of texture space consistent. This makes for an interesting
puzzle—the idea here is to pack the shells in as tightly as possible without
any overlapping UVs; but if one shell gets scaled, they all need to scale.
Figure 9.43 shows my solution to the puzzle. Yours may differ.
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