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Chapter 8. Texture PreparationCD 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. |
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