tailieunhanh - LightWave 3D 8 Texturing phần 8
Các biến dạng này được gây ra bởi các phân khu của mô hình và có thể không thực sự được hoàn toàn cố định, kể từ khi họ là một tạo tác của thuật toán phân khu LightWave. Vì vậy, không lo lắng về họ quá nhiều. 13. Nếu chúng ta thu nhỏ của mô hình hiện tại và xem xét toàn bộ điều | UV Mapping and Editing Texture Projections and Mapping These distortions are caused by the subdivision of the model and cannot actually be perfectly fixed since they are an artifact of Lightwave s subdivision algorithm. So don t worry about them too much. 13. If we zoom out of the model now and take a look at the entire thing it becomes obvious that the whole map is a little too stretched along the y-axis. In the UV map this is the v-axis and we need to scale the map down along this axis to fix this. However because of the nature of discontinuous UV maps in Lightwave we need to unweld the points in the model before scaling them otherwise parts of the model are going to remain stuck in place. 14. Press Ctrl u to unweld all your points. The model will look a bit odd in your viewport if you were displaying your model in Subpatch mode Tab so generally I just press Tab again to go to normal Polygon display mode. Figure 15-35 15. Now go to your UV viewport select all the polygons and press the h key to activate the Stretch tool. Holding down the Ctrl key to constrain the stretching to a single axis squash the polygons downward to squash them along the v-axis. Squash the polygons until the squares in the texture begin to look more square instead of rectangular. 341 Chapter 15 Part 4 Of course this squashing altered some of the editing we did previously but you don t really need to worry all that much about it because the squashing now on the neck is relatively minimal and is not likely to cause problems when you paint a texture for it later on. 17. Let s now focus on the top of the head. Rotate your Perspective viewport so that the top of the head is visible. You ll see some nasty pinching at the pole where the cylindrical map comes to a point. Figure 15-37 342 UV Mapping and Editing Texture Projections and Mapping To be honest there is no real point in spending much time actually editing this to fix it because you ll more than likely cover this area with hair using .
đang nạp các trang xem trước