Graphics Programs Reference
In-Depth Information
Figure 5-69: This character's head belongs to Wolfie, one of the characters
that ships, ready to animate, with LightWave 3D 8 Character Animation .
what you've got hidden. You can treat
what you've got visible and what you've
got hidden as if they were two separate
groups of polys. Hiding a poly from one
group makes it “belong” to the other
group.)
8. Using Detail | Polygons | Sketch
Color , assign the sketch color for this
part of Wolfie to Black . (This way,
we'll be able to select them easily,
without messing up the parts I already
have assigned to differentiate between
his upper and lower jaws.)
9. Select Hide Invert , and then select
just the front of Wolfie's ears.
10. Once you have the insides of Wolfie's
ears selected, assign them a sketch
color of Dark Blue . (See Figure 5-70.)
11. With all of the polys of the insides of
Wolfie's ears selected and set to Dark
Blue as their sketch color, hide them.
Then select the backs of Wolfie's ears,
3.
Select the surface Wolf (which is the
only surface that we'll be applying the
map to), and hide everything else.
4.
Activate Symmetry so we know that
when we select a poly on one side of
our mesh, we're not leaving out the
poly on the other side; Wolfie is
symmetrical .
5.
Set your Perspective viewport to
Sketch so we can really see where the
“bands” of polys lie, and so we can see
the sketch colors that we'll be applying
to polygons as another way of us being
able to quickly select them when it
comes time for tweaking our atlas map.
6.
Using a combination of lassoing and
direct polygon selection, select only
Wolfie's ears.
7.
Hide the polys you've got selected, and
then clean up any strays that might
have been missed before. (Remember
the trick of using Hide Invert to see
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