Texturing and
UV Layout
Once the modeling of Detective Deadly Serious's
face had been completed, the next step was
to paint the mesh to create a skin-like feel. Before
painting a polygonal mesh, it's UV co-ordinates need to be defined.
UV co-ordinates relate points on a three-dimensional object to points
on a two-diimensional image. By creating relationships between points,
the computer knows how to apply a two-dimensional, painted texture
onto a three-dimensional object.
It is easier to understand when you see it
in action. The green dots are UV points. The purple dots are vertex
points that define the mesh. By allocating each vertex point a place
on the two-dimensional image (denoted by a green point), we define
how how a flat picture can wrap around a complex three-dimensional
mesh.

Unfortunately this is not an automatic process
and requires quite a bit of slog work for good results.
If the model changes in topology (i.e. if you add or subtract
vertices or polygons) then you must redo this step.
Since it is neither particularly glamorous or enjoyable, I’d
suggest making absolutely sure that your model is in its final form
before proceeding with this step.
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