Game Development Reference
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Figure 6.99 A Cylindrical map is used on the head.
That is pretty much it for projection mapping. You will need to go through each of
your mapping sets and project a map on each one. With my model I used Cylindrical
maps for everything except the hand and the bottom of the boot, where I used
Planar maps. Make sure on the torso, collar, and hair that you center to Cylindrical
projection on the X axis, as you did with the head. For the arm, leg, and boot, the
Circular map should follow the angle of the limb. This might take a little while, but
don't worry; this topic will still be here when you are done, so take your time.
Unwrapping the UVWs
You must be done projecting maps, if you are reading this. Now comes a really
interesting part of the process. You will need to organize the UVWs of the model
on your texture area. You will use the Unwrap UVW modifier to do this.
1. Select the model in Object selection mode and then select Unwrap UVW
from the Modifier List.
2. Click on the Edit button in the Modifier rollout to bring up the Edit
UVWs Editor.
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