Game Development Reference
In-Depth Information
Tips and Tricks
Since we projected both sides at once (with a Planar Projection), one face
is going to have UVs that are backward—mirrored of what they should
be. When edges start to get sewn together, one side will yield a really
strange result. Figure 3.27 hows the result with the Toggle UV Shaded
display activated. The lavender area shows overlapping UVs. If this
happens, Undo back so that the backward shell is disconnected. Select
the shell and flip it using the Flip Selected UVs in V Direction button. Then
resew and things will behave more predictably.
Figure 3.27 Problems with sewing
due to planar mapping two facing
faces, and the tools to fix it.
Tips and Tricks
That Toggle UV Shaded display tool is very handy. Notice that with it
checked you can see if any shell is backward. Generally, all the shells
should appear blue; they show up pink if the back of the shell is being
shown. In this case, it doesn't matter if the entire inner arch shell is
backward, but if you wish to flip it, use the Flip Selected UVs in V (or U) to
get it facing the right way.
Step 37: Move and scale the shells to fill (but not overflow) the quadrant.
Why?
This is a very large object in the scene, and an area where the player may
indeed be walking up close. Because of this, we are going to leave this
object as one UV map, and not try and force it into one of our texture atlases.
Step 38: Make everything visible. Back in Maya's main interface, select
Display>Show>All.
Floor UV Strategies
Floors are actually deceptively tricky. It seems like a flat plane would be a really
easy thing to texture. However, in most games, the player ends up seeing an
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