When working with UVs,
it is useful to divide the workspace so you can see both the model
and the UVs at the same time.
To view the soldier model and its UVs
side by side
- In the panel menu, select Panels
> Saved Layouts > Persp/UV Texture Editor.
The perspective view and UV
Texture Editor appear side-by-side in the viewport.
If you select the polygon
soldier you will notice that the UVs for the body, arms, and legs
are scattered in a pattern that doesn’t resemble the actual model.
This isn’t very helpful for painting a texture map.
To simplify the job,
you need to divide the mesh into multiple pieces that you can then
texture individually. Generally, you want to divide the mesh into
pieces that can be unfolded into approximate square or rectangle shapes.
This requires some pre-planning.
In this lesson you divide
the body mesh into a torso, arms, and legs.
To divide the mesh into pieces
- In the panel menu select Panels
> Orthographic > front.
The perspective view
changes to an orthographic front view of the soldier.
the mesh and select Face from the pop-up menu.
- Drag-select the faces on the right arm
up to the shoulder.
Mesh > Extract.
Now you change the selection
mask back to Object, you can select the hand
separately from the rest of the body.
- Repeat steps 1-3 for the following areas
(use the pictures as reference for the boundaries of each extraction).
This leaves you with
individual meshes for the arms, legs, and chest. The head, feet,
and hands have already been done for you. This division allows you
to texture each part individually.