V.ViV.'.ViV.V.V.ViV

Figure 5.6 Select the remaining polygons for the boot and apply a Pelt mapping.

the Edit UVWs window. Click on the Simulate Pelt Pulling button three times to stretch out the UVs (see Figure 5.8). Then remove the Stretcher by closing the Pelt Map Parameters dialog box.

6. Click on the Pelt button to exit Pelt mapping mode. Then scale and resize the boot UVs in the Edit UVWs window (see Figure 5.9).

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Figure 5.7 Define the seams for the Pelt mapping.

7. In the center of the boot UVs is a circular set of faces marked in green. These vertices are the top of the boot, which will be hidden by the leg and aren't needed. Select these faces and detach them from the rest of the boot UVs using the Tools, Detach command. Then scale them down and move them to the side of the other UVs (see Figure 5.10).

Figure 5.8 Stretch out the Pelt mapping with the Simulate Pelt Pulling button.

Figure 5.9 The boot UVs are scaled and positioned next to the boot sole UVs.

Figure 5.10 Select and detach the faces for the top of the boot.

Figure 5.8 Stretch out the Pelt mapping with the Simulate Pelt Pulling button.

Figure 5.9 The boot UVs are scaled and positioned next to the boot sole UVs.

Figure 5.10 Select and detach the faces for the top of the boot.

8. In the Options section of the Edit UVWs window, set the map resolution to 256x256 and choose the Tools, Pack UVs command. This automatically rotates and scales the UVs to fit within the specified map (see Figure 5.11).

Figure 5.11 Packing the UVs automatically scales and rotates them to fit within the specified map.

9. Exit the Unwrap UVW subob-ject mode. Then repeat these steps for the opposite boot. With the entire character visible, select and drag the Unwrap UVW modifier from the Modifier Stack for the mapped boot, and drop it on the opposite boot to apply the same modifier to that boot. It will need to be changed, but you can reuse the selections to make the mapping go more quickly.

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