Graphics Programs Reference
In-Depth Information
Figure 7.88
The stripe is on the
correct side now.
The file texture you'll use for the panels were painted in Photoshop to place the stripes and
logo properly on the wagon using their UV layouts. Study the image file, and see how it fits
on the mesh of the wagon. Try adjusting the image file with your own artwork to see how
your image map affects the placement on the mesh.
Working with the B Panels
With the A panels done, you'll move on to the B panels, using much the same methodol-
ogy you did with the A panels. To begin, follow these steps:
1. Select one of the B panels, shown in Figure 7.89, and open the UV Texture Editor
window.
2. As you did with the front face of the A panel, select the UVs on the lower-right side of
the layout in the UV Texture Editor, as shown in Figure 7.90, to isolate the front face
of the B panel.
3. Choose Select Convert Selection To Faces. You've isolated the front face of the
B panel.
4. Choose Create UVs Planar Mapping r . In the Options box, set the Project From
option to X Axis, and make sure the Keep Image Width/Height Ratio option is
checked, just as before. Your B plane shows up nicely laid out in the UV Texture
Editor. See Figure 7.91.
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