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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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