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Coordinates
Before we do any more, we must
collapse the stack!, to an "Editable Mesh". Now when you go
Sub-Object Face again, all your previously selected faces, will still
be selected. Great stuff!, now go to the Edit menu and choose "Select
Invert", this will select all the faces on the back of our model.
By doing a select invert, you're not only saving time but also ensuring
you don't miss out any faces. You don't want rogue faces, without mapping
coordinates, they're a waste of time and energy.

Apply a UVW Map Modifier as
before but this time, scale and move so the selected faces are at the
bottom right hand corner of the map, so they don't over lap with the front
faces.
Note: we're still viewing from
the front, even though it is the back faces that have been selected, this
is because we're just applying basic coordinates for now, more accurate
placement will be later on.

Now collapse that stack again
and we can check our progress so far. To see all the mapping coordinates,
use the "Unwrap UVW" modifier. With Sub-Object off, apply the
"Unwrap UVW" modifier from the modifier panel. Within this press
the "Edit" button. The following dialog will appear:

Here we can see the mapping
coordinates for the front and back of our full body character model. With
no rogue faces (which appear as lines going off in odd directions or vertices
bunched up in one corner). You can see how each face is placed in the
map so far. If we wanted,
we could just use these coordinates as they are. But it wouldn't be very
effective use of map space and anything near the side will be stretched,
because all the coordinates are jammed together. We could just move the
jammed up coordinates apart here, but they're pretty difficult to work
with like this and you'd end up with an awkward seam running all around
the model where the front and back join.
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