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18. Re-grouping
the belt for texture mapping
Now the shape of
the belt is done. I just need to texture map it. I select all, assign
my sqaured texture and open the texture coordinate editor. I need to find
an empty space on the texture that has not been used before to draw a belt
on. Now I can map this different ways. I can either map each ring on
the same small piece of texture. That way all the rings will look the same
and the belt texture will not take up much space on the bitmap. Or I can
map the whole belt on a longer piece of texture, so each part of the belt
uses it's own texture. This will allow for skinners to be more creative
when skinning the belt, so that is what I'll do. As I can only see one
group at a time in the texture coordinate editor I'll regroup all the
front rings into one group and regroup the back rings into one group too.
First I choose Edit ->select none from the menu, then I select all
front rings from the groups tab. As the copied side is one group only I
will have to select those rings by hand with the select tool set to faces
(add to a selection: shift+click/drag. Remove from a selection:
shift+rightclick/drag). Hide the body while you're doing this, that
makes it easier to see. Then I press regroup and rename the new group
from Regroup1 to Front Belt. I then select the remaining rings from the
group tab tab, press regroup and rename the group Back Belt. I assign
the texture to the two new groups, select all and go back to the texture
coordinate editor.
Note: regrouping is the key to making good
texture mapping in Milkshape. If you look at the way the maxis bodies are
texture mapped you can see the front of the body is mapped as one group,
the back of the body is another group and the left and the right arm make
up another two groups. You can do the same when texture mapping new
shapes, especially larger ones that look silly with the standard Milkshape
mapping.
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