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:
Now on the new button set, toward the right of the screen you will see one that says Select Swap. Push it.
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:
(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:
Mark a Seam (CTRL+EKEY) along this selection.
If you want to check our progress now, exit Edit Mode (TAB), enter Face Mode (FKEY), and LSCM in the Specials Menu (UKEY):
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).
By now you know the buttons to check the new map, if you want.
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:
Deselect All (AKEY Twice) and Select (SHIFT+AKEY) the 12 vertices that make up the top of the crosspiece. Mark a seam.
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:
Select all (AKEY) and unwrap again. LSCM under the UKEY menu. You get this:
|
|