Game Development Reference
In-Depth Information
Why?
Sewing these edges up mean that the texture will be seamless as it crawls
around that corner. For a better understanding of what this does, select
the shell that is the newly sewn together shaft segment and use the Move
tool to move this shell in the UV Texture Editor (we're moving the UVs
through texture space here), and look at what happens in the View panel.
See that along the edge that was just sewed up, the texture crawls across
the corner without a problem, but on the other three corners there is a
visual disconnect.
Step 14: Repeat for all the outside vertical edges of the column shaft. The
final shell should appear like Figure 3.10 .
Figure 3.10 Sewed-up shaft.
Why?
Notice that there will still be one seam on either outside edge of the shell.
This is OK and inevitable. As we finally position the columns we may look
at ways to rotate this away from where the player will see it.
Step 15: Repeat the process for the column base. However, this time,
instead of sewing up the vertical edges, we will sew up the horizontal
edges that run across the top of the base. The completed shell will look
something like Figure 3.11 .
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