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The Game Artist's Guide to Maya, Pt. 2

UV Mapping the Leg

Next, we will focus on the leg. This is probably the hardest part of UV Mapping the body because of Silenus’s rather unconventional leg form. The easiest way to go about this part is to select the major parts of the leg.

Figure 3.18 Layout of the main sections of the leg in the UV Editor

Figure 3.19 Layout of the leg’s UVs

Keep in mind where your seam is. The seam of the UV shell is where there is a break in the texture flow on the geometry. You will always want to try to place this seam in as unobtrusive an area as possible. For the leg, you will usually put it along the inner thigh or down the back. For the arms, put it along the underarm, anywhere that would be the least visible during gameplay. The major exception to this is when mirroring UVs across major areas like the chest and head. You will have to rely on your texture painting skills to hide these seams.

Figure 3.20 Beginning the UV layout of the hoof

Figure 3.21 The hoof’s UVs mirrored

UV Mapping the Arm

The arm is pretty straightforward, as it is primarily cylindrical in shape. However, because of the large muscle formations Silenus has, it is important for the UV layout to be readable for accurate texturing.

Figure 3.22 The arm after Auto Mapping

Figure 3.23 Layout of the arm’s UVs Layout of the arm’s UVs

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Created: March 27, 2003
Revised: January 10, 2005

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