Chapter8.Texture Preparation


Chapter 8. Texture Preparation

CD Files

CheckerMap.jpg

Kila_DeformTest.mb

Kila_Divided.mb

Kila_Mapped.mb

Grae_DeformTest.mb

Grae_Divided.mb

Grae_Mapped.mb

KilaBodyUV.tga

KilaHairUV.tga

KilaHeadUV.tga

GraeBodyUV.tga

GraeMiscUV.tga

GraeWingUV.tga

THE KILA AND GRAE models are complete, but they need color to bring them to life. Before we can apply color to our geometry we must prepare the surface by applying UV data.

Within each vertex that exists in your polygon model lies a UV point ("UV" for short), which stores 2D coordinates that correspond to specific pixels on your texture. When you create any primitive objects in Maya, UVs are assigned by default, but these UVs are often altered when further modeling occursmeaning that they need to be rearranged to look correct.

We will begin this chapter by looking at ways to clean up the UV data, making it usable so that we can then apply a texture to our characters.



    Game Character Development with Maya
    Game Character Development with Maya
    ISBN: 073571438X
    EAN: 2147483647
    Year: 2004
    Pages: 169
    Authors: Antony Ward

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