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Using Blender to Make Game Models Part 2


We will now forego the keyboard and *GASP* use the on screen buttons for a second. The bottom of the screen has a bunch of buttons. We need to switch them to the Edit Buttons. It looks like a square with 4 yellow vertices:

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Now on the new button set, toward the right of the screen you will see one that says Select Swap. Push it.

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I don't know of a hot key to do that, but now your model's vertices should have switched which ones were selected. Hide (HKEY) the now selected blade and you should only see a handle:

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(NUMPAD 3) into Side View and Select (BKEY) the middle vertices by dragging a box around them. You can see a thin grey line when you do this:

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Mark a Seam (CTRL+EKEY) along this selection.

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If you want to check our progress now, exit Edit Mode (TAB), enter Face Mode (FKEY), and LSCM in the Specials Menu (UKEY):

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A few more seams will do it.

Back to Front View (NUMPAD 1), Edit Mode (TAB), Deselect All (AKEY Twice), and drag a box to Select (BKEY) the row just under the crosspiece and mark a seam (CTRL+EKEY).

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By now you know the buttons to check the new map, if you want.

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We need another seam to connect the previous seam with the seam at the base of the blade. Mark a seam on both sides using these four vertices:

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Deselect All (AKEY Twice) and Select (SHIFT+AKEY) the 12 vertices that make up the top of the crosspiece. Mark a seam.

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To see where you've put seams, exit Edit Mode (TAB) and enter Face Select Mode (FKEY.) Deselect All (AKEY) and you will see bold black lines at all of our seams:

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Select all (AKEY) and unwrap again. LSCM under the UKEY menu. You get this:

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The Series
  Modeling a Sword
  UV Mapping Our Sword