Game Development Reference
In-Depth Information
6. In the Parameters section, click on the Edit button to open the Edit UVWs
window (see Figure 4.73).
Figure 4.73 Open the Edit UVWs window.
7. At this point you have not told the program how you want the material
mapped to the fuselage. This is why it looks the way it does in the Edit
UVWs window. In the Map Parameters section, select Planar, and then
select Align X (see Figure 4.74).
You'll notice that the UVWs in the Edit UVWs window changed to some-
thing you might have seen before from a Side view of the fuselage. But in
this case, it is assigning UVWs to the model using an Orthographic Side
view of the fuselage. As you might notice, the UVWs appear over a check-
ered background.
8. In the Edit UVWs main menu, find the drop-down that says CheckerPattern
(Checker), open it, find Map #4 (mustang.tif), and select it. (The map
number might be different for your exercise.) This will place mustang.tif
in the window (see Figure 4.75).
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