Graphics Programs Reference
In-Depth Information
Figure 8-14: Some mechanical elements of the Spider Bot were unwrapped to share
the same portion of the UV grid. The small mechanical joints below the legs (right)
were unwrapped to a small corner of the UV grid (left).
Making sure that all objects are assigned
roughly the same amount of UV space according
to their size is more difficult for multiple objects
because the Average Islands Scale operator (
ctrl
-A)
works only on UV islands within a mesh. However,
by using a UV grid texture and enabling Textured
Solid in the 3D Viewport, you can judge the scale
of an object's UV coordinates and adjust them
accordingly.
In Review
This concludes unwrapping the models I created in
earlier chapters. We've looked at how to tag seams
to unwrap meshes and how to refine the results of
Blender's unwrapping. We've also learned how to
pack UV coordinates for meshes together to make it
simple to texture multiple objects with one image.
In Chapter 9, we'll move on to adding particle sys-
tems to some of our projects to create fur and grass
before baking and painting textures in Chapters 10
and 11 and creating materials in Chapter 12. In
these later chapters, we'll apply images to the UV
coordinates we created in this chapter in order to
bake and paint on textures that we can then use as
the inputs for materials.
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