Graphics Programs Reference
In-Depth Information
5. Switch to Edit Mode ( Tab key) to work on the shell mesh, then select all the verices
( A key, once or twice), go to the Tool Shelf , apply the Smooth Vertex tool, and set
its Smooth Iterations parameter to 100 . This way, we get a very thin, curly shape
that resembles the shape of the shell.
6. Now let's go to Mesh → UV Unwrap... → Unwrap and then go to the Tool Shelf
to set the Method parameter to Conformal . After this, we can take a look at the
UV/Image Editor and see the unwrapped mesh.
Now let's go to the UV/Image Editor , select all the verices ( A key, once or twice),
scale them by a factor of 3.5 along the X axis ( S key, X key, then type 3.5 ), move
them close to the center of the grid, and then scale them down by a factor of 0.95 ( S
key, then type 0.95 ). This will give us the final UV Map that we need for our shading
process. Let's take a look at the next screenshot showing the finalized UV Map:
7.
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At this point, we have a nice and clean UV Map.
Let's switch to Object Mode ( Tab key), go to the Object Data tab of the Properties
Editor , make sure the Key 1 item is selected ( Shape Keys panel), delete it, then
select the Basis item, and delete that as well.
Noice that the UV Texture panel now has an entry called UVTex , which represents
the UV Map, created automaically when we unwrapped the mesh. As a inal check,
let's make sure that the shell shape is kept intact ater deleing the shape keys, and
the UV Map that we created is also preserved.
8.
 
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