Game Development Reference
In-Depth Information
Figure 6.93 Do one final pass over the model, adjusting where needed.
Texturing the Character
Most video games combine the textures of a character into a single texture map,
sometimes called a blanket or pelt . For your pirate girl, you will create a single tex-
ture map that measures 512 × 512 pixels. Before you even start painting, however,
you will need to set up the map in 3ds Max so you have a guide.
The pelt for the character will be 512 × 512 pixels. For now, load a solid black
texture map into the next available Sample Slot.
Preparing the Model for Mapping
The first step in preparing the model for mapping is to separate and label the
Material ID. A Material ID is a way for you to isolate mapping areas on your
model. In Figure 6.94 the polygons of the head are selected. These polygons will
later be mapped with a circular projection.
Scroll down the rollouts to Surface Properties and type 1 in the Set ID box, as shown
in Figure 6.94. Every polygon on the model needs to be part of a Material ID, even
down to the girl's earring, which I have given a Material ID of 2 in Figure 6.95.
 
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