Onto the mapping of our character. Mapping is the process of telling textures where to go on your model. For games this generally entails a number of square images to the power of 2. 64x64, 128x128, 256x256, 512x512 and so on.
UT2004 generally uses two 1024x1024 maps for it's characters. For my model however, we will be using two 1024x1024 and a 512x512.
A well used (and recommended) method in mapping is to overlap you mapping. Using the same space to create textures for 2 (or more) areas not only saves space for more things, but allows you to up the quality of that areas texture. Be careful though, as you lower the oppurtunity for customiseablilty (if you overlap half the head for example you can't put a scar on one side for example).
After texturing my creation I have had to come back and warn you of a few points I picked up. I could do it again to be the ultimate perfectionist and look like I'm a god of mapping...but I'm only human and you will learn from my mistakes. So do what I say, not what I do...when I say it ;)
In most instances I had work arounds handy in relation to the issues. For example stretched or squished mapped areas could be stretched or squished textures to counter the imperfection, so you wouldn't know unless you looked closely at the texture. You should, however, always work for uniformity and good proportion. It makes texturing easier, and takes a lot of the guesswork out of it |