| Morphography tutorials |
| UV Mapping and More |
| • Index • Introduction • Some Basics • Another Fine Mesh • All the Trimmings • Feel the Width • UV Mapping and More • Pose-Ability • Final Fitting • |
| UV mapping |
Here we have a bit of the UVmapper Classic screen. The first thing to do is
generate UV co-ordinates so that the clothing can be textured; a cylindrical
mapping in the Y axis is appropriate here, so that's what I've selected. In
fact, the morphing tube has this mapping applied already; if I had used the
tube without adding bits to it, that map would be sufficient.
| The naming of parts - part 1 |
The second thing to do with UVmapper is... not UV mapping. It's the grouping.
In other words, we split up the mesh into body parts which correspond to the
figure to which the clothing is going to be conformed. This doesn't have to be
exact, but we need to see roughly where the figure's body parts are in relation
to the clothing mesh.
| The naming of parts - part 2 |
Set the clothing OBJ's display mode to hidden line so you can see where the
actual facets are.
| The naming of parts - part 3 |
Here's the traditional cop-out, beloved of generations of British children's
TV presenters. All together now...
| Finishing up |
| Next |
| Body parts (ewww!) |
| Hey! What happened to the buttocks? |
| Hey! I thought you had to separate the thighs? |
| Next |
| • Index • Introduction • Some Basics • Another Fine Mesh • All the Trimmings • Feel the Width • UV Mapping and More • Pose-Ability • Final Fitting • |