Game Development Reference
In-Depth Information
Figure 3.11 Sewn column base.
Why?
We are looking to reduce seams in places where the player will most likely
notice them. For the shaft, it would be easy to see the vertical seams,
so we take care to get rid of those. For the base, where we would be
standing above it and looking down, the player would most likely notice
seams as the form moved from the top to the side, so we get rid of
those seams and leave the vertical seams by the ground.
Step 16: Repeat the process for column capital shells ( Figure 3.12 ).
Figure 3.12 Column capital shell.
Why?
Why Move and Sew UV Edges and not just Sew UV Edges? Part of what the
Automatic Mapping did for us was to evenly distribute our UVs so the checkers
were indeed square. When Move and Sew UV Edges is used, Maya moves
the entire shell and thus keeps the relative position of the UVs constant. This
means the texture is not distorted in the process. Sew UV Edges moves just
the edge, and in the process distorts the texture across the surface.
Search WWH ::




Custom Search