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Chapter 4: UV Mapping: Tutorial: UV Mapping the Gun: Part 2
Step 6
Now, map the faces on the top and bottom of the cowling. Select the faces and apply a new Planar Mapping to them. In the Channel Box, make the Projection Width and Projection Height attributes the same as the first projection. This time, make sure that the projection is facing along the Y axis, by setting Rotate X to 90.
***See figure mg.63.4.YaxisMapGun.jpg Ð Figure 4.54: Upward Planar mapping for faces that werenÕt mapped properly in the first mapping
The top and bottom of the cowling needs to be separated. Select the edges indicated in Figure 4.55 and cut them. Next, separate the top and bottom. Again, as a matter of habit, try and place the top and bottom of the cowling next to its respective geometry if at all possible.
***See figure mg.64.4.cowlingEdgeCut.jpg Ð Figure 4.55: Edges to cut the UVs along
The mapping should now look somewhat similar to Figure 4.56.
***See figure mg.65.4.stepSix.jpg Ð Figure 4.56: UV mapping the Gun Ð Step 6
You«ll notice that three individual mappings were made: side, front, and top. This is usually a very effective way of mapping more complex shapes. First, define a mapping that covers the majority of the model; in this case it was the side mapping. Then, make the two other mappings from the other directions, selecting the appropriate faces accordingly. This method will usually produce a very serviceable mapping relatively quickly, that can then be modified to suit your needs.
Step 7
Now comes the organizational portion of the whole process. Try and arrange the pieces into a compact, square-shaped arrangement. Don«t do any scaling yet, scale the mapping as a whole after this step. For the time being, just arrange them. Note that this may mean you have to creatively rotate some portions of the model.
Figure 4.57 depicts the most compact mapping I could achieve. Again, it is very important to use as much of your texture space as possible.
***See figure mg.66.4.mappingArranged.jpg Ð Figure 4.57: The UV mapping for the gun after the pieces have been arranged as compactly as possible
Step 8
Select all the UVs and scale them globally (using the center scale handle) to make the mapping fit exactly within the Texture Space.
My final mapping looks like Figure 4.58.
***See figure mg.67.4.finalGunMapping.jpg Ð Figure 4.58: The final UV mapping for the gun
Step 9
Create a texture map based on the image of the UV mapping you screen capture (in an external 2D art application), and apply it to the model as detailed in the Texture Map the Sword tutorial.







date: 2003-11-20 00:00:00 edit: Chapter 4: UV Mapping: Tutorial: UV Mapping the Gun: Part 2 / 996 author: Lane Daughtry / 24