Before you proceed with UV and texture mapping your character mesh, you must correct errors and make final adjustments to the geometry so that the mapping processes go smoothly. You can use several modifiers to accomplish this quickly, but you'll have to fix other errors manually. In this chapter, you will

■ Analyze the entire mesh for errors using an STL Check modifier

■ Separate your character into individual elements

■ Use the STL Check modifier on each element, and fix the geometry

■ Reattach the elements into seven main character components, each eventually having its own UV, texture, and normal maps

■ Test optimize your character using the Optimize and MultiRes modifiers

■ Learn how to change the pivot point of your character mesh

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