Game Development Reference
In-Depth Information
The way you isolate your model depends on the types of mapping projections you
will use. Most of the time I like to use circular projections, but in some cases, such
as the hands, I use planar projections. In mapping this character I used 10 different
Material IDs, as follows.
Head
Earring
Hair
Collar
To r s o
Arm
Hand
Hip and leg
Boots
Heel and sole of boot
Figure 6.96 shows how the torso was isolated. It includes everything from the neck
down to the bottom of the sash. The hip could also be included, but I find it much
better split the IDs based on hard transitions from one color to another, such as in
the pants and the sash, rather than splitting along an area within the pants. It helps
to keep painted seams out of the texture.
Figure 6.96 Splitting the model along a hard break in color helps reduce seams.
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