Getting started on meshing - part II

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21. Creating a new texture

Before I create a matching texture I'll take a look at the mesh in Simpose to see if anything needs fixing. I choose File -> export -> The Sims SKN and export the mesh to simpose/gamedata/obF/body.
Well I defintely need a new texture *L* but the mesh looks good.


Ok, to fix the texture I need an UV map. Use LithUnwrap to create one, or use the texture coordinate editor on scale 1.
Hm... but the texture coordinate editor only shows one group at a time? Yes, we'll to need select all and choose Edit -> Duplicate Selection from the menu. This creates a new group with the entire mesh. Now you can Take a screen shot of the texture coordinate editor to use for an UV map. But REMEMBER to delete the duplicate group as soon as you're done with the screen shot ;)


Hmm when texturing I notice I have rotated the front of the belt so it's upside down :-\ I have to go back to the texture coordinate editor and rotate the front belt 180 degrees and move it back into line with the back belt. Then I (again) make a new duplicate group of the entire mesh and get a screen shot for UV map and delete the duplicate group.
Using the new UV map as a guide I fix the boots and draw a belt.

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