Unwrap UVW的应用
没贴图时的样子,它是个整体,也是说所有部件都attach到了一起。data/attachment/forum/2004-1/200412520462116.gif<br><BR>常的贴图方式是为模型的各个部分各使用一张单独的贴图,这样的好处是可以针对各贴图单独修改而不必影响到其它贴图。但这种方法不适合模型的“批量”生产。比如这一条鱼,鱼眼一张图,鱼身一张图,鱼钩一张图,金属圈一张图。data/attachment/forum/2004-1/200412520462748.gif<br>如果要求这条鱼全身上下都换一种颜色,那么各部件贴图都得分别换过,当物体太多时,工作量很大且难免有疏漏。这就需要想个办法,把各部件所需要的贴图都集中到一张图上,使用一个材质球,当需要更改全身贴图时,只要改一张图,用一个材质球就行了。<BR>data/attachment/forum/2004-1/2004125204729379.gif<br><BR> data/attachment/forum/2004-1/2004125204827283.jpg<br><BR> data/attachment/forum/2004-1/2004125204925967.gif<br><BR>现在开始。 <BR>1,为模型各部件分配一个单独的号码,就是多边形里的“ID号”。每个部件都了有自己的ID号,才好与其它部件分开来,才方便以后的贴图工作。进入子物体层级的“Element(元素)”选择方式,选择鱼身。data/attachment/forum/2004-1/2004125204959572.gif<br><BR>2,当前鱼眼部位也被选择,所以这时要取消鱼眼的选择,进入子物体层级的“Polygon(面)”选择方式,按住Alt键再点击不需要的面,取消鱼眼的选择而只剩下鱼身部分,再赋给它一个ID号。data/attachment/forum/2004-1/2004125205022272.gif<br>3,接着选择鱼眼部分,同样赋给它一个ID号(注意左眼右眼都要选啊,别成了独眼鱼)。<BR>data/attachment/forum/2004-1/2004125205051191.gif<br><BR> data/attachment/forum/2004-1/2004125205150878.gif<br><BR>data/attachment/forum/2004-1/2004125205155656.gif<br><BR>data/attachment/forum/2004-1/200412520522702.gif<br><BR>data/attachment/forum/2004-1/200412520526408.gif<br><BR> data/attachment/forum/2004-1/2004125205230710.gif<br><BR>data/attachment/forum/2004-1/2004125205241554.gif<br><BR>data/attachment/forum/2004-1/2004125205246613.gif<br><BR>data/attachment/forum/2004-1/2004125205253375.gif<br><BR> data/attachment/forum/2004-1/2004125205351837.gif<br><BR>data/attachment/forum/2004-1/2004125205357623.gif<br><BR>data/attachment/forum/2004-1/200412520545764.gif<br><BR>data/attachment/forum/2004-1/2004125205413811.gif<br><BR> data/attachment/forum/2004-1/2004125205440861.gif<br><BR>data/attachment/forum/2004-1/2004125205445985.gif<br><BR>data/attachment/forum/2004-1/2004125205450730.gif<br><BR>data/attachment/forum/2004-1/2004125205455883.gif<br><BR> 还没有发完我就来了啊,呵呵少发,好办法,以在用,就是不知道那个怎么编UVW怎么用教教吧 不明白 没有文字还是有点不明白,我自己再试一下
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