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Chapter 8. Texture Preparation

Chapter 8. Texture Preparation

CD Files

CheckerMap.jpg

Kila_DeformTest.mb

Kila_Divided.mb

Kila_Mapped.mb

Grae_DeformTest.mb

Grae_Divided.mb

Grae_Mapped.mb

KilaBodyUV.tga

KilaHairUV.tga

KilaHeadUV.tga

GraeBodyUV.tga

GraeMiscUV.tga

GraeWingUV.tga

The kila and grae models are complete, but they need color to bring them to life. Before we can apply color to our geometry we must prepare the surface by applying UV data.

Within each vertex that exists in your polygon model lies a UV point (“UV” for short), which stores 2D coordinates that correspond to specific pixels on your texture. When you create any primitive objects in Maya, UVs are assigned by default, but these UVs are often altered when further modeling occurs—meaning that they need to be rearranged to look correct.


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