Game Development Reference
In-Depth Information
Figure 3.8 Separated column capitals.
Step 12: Repeat steps 10 and 11 for the other sides of the column. Keep in
mind that this all takes place in the UV Texture Editor. Figure 3.8 shows the
capital chunks all separated.
Sewing Shells
Step 13: Sew the edges of the shaft. In the UV Texture Editor, right-click
and choose Edge from the hotbox. Click (don't marquee select), on any
one of the outside edges of the shaft sections of the column. Notice that
although an edge was clicked, a second edge will highlight somewhere in
the UV Texture Editor. This is because it is the same edge but is split (which
is why we'd have a seam).
With this single edge selected twice, choose Polygons>Move and Sew UV
Edges. One shell will slide over to the other and the split edge will become
one ( Figure 3.9 ).
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