Game Development Reference
In-Depth Information
Although this list looks long, it is the result of just a few simple edge loop cuts, which
you'll perform now:
1. Continue with your model from Chapter 3, “Modeling the Character,” or open
C04_Zombie_for_Unwrapping.blend from the Chapter 4 online resources at the topic's
web page ( www.sybex.com/go/gameblenderunity ).
This exercise assumes you have a similar topol-
ogy to that found in the online version of the
model.
2. You should begin with the big masses first.
Trace the edges down the lateral sides of the
upper torso and arms, as shown in Figure 4.11,
and mark these edges as seams. he edges
should cover from the coat collar to the upper
sleeve, and then from the lower sleeve down to
the bottom of the coat. Be sure you make the
same cut on both sides of the mesh.
3. While you are up at this section of the body,
you might as well get the hands out of the way.
Try to find an edge loop that divides a hand
into top and bottom halves (such a loop exists
on the online model) and select the edge at the
base of the wrist on the pinky-finger side of
the hand. Orbit around the model in the view-
port to see the edges on the tip of the thumb
and Ctrl+RMB+click the tip edge closer to the
index finger. If these two edges are on the same
edge loop, all edges in between will be selected.
Look to Figure 4.12 for an example. Draw the
same seams on the opposite hand.
4. Next, you will want to bisect the pants in the
same way you bisected the coat—with seams
directly down the sides to divide the form into
front and back. Starting from the top of the
pant mesh at the waist (this should be under
the coat), mark seams down to the bottom of
the pant leg, and then up the inside of the leg
up until the groin. Do this for both sides, as
shown in Figure 4.13.
Figure 4.11
Seams tracing
down the lateral
sides of the zombie's
upper body
Figure 4.12
Drawing seams on
the hands
 
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