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This tutorial explains how to UV Map a new addition (shoes, watch, etc) that you have created. You should do
the uvmapping *before* adding the object to your mesh.
Here I have made a new shoe mesh in MilkShape. I am going to uv_map it first, before I duplicate to make the second
shoe. This way, both shoes will share the exact same uv_map and it will be easier to skin, and easier to find room for it
on the texture image.
First, I select the whole mesh - then I use "unweld" on the vertex menu. This will allow us to separately move the uv-co
ordinates without interference with each other.
Next, I want to separate the three main parts - the side, the top, and the bottom, so I can uv map each from a different
view.
I go to Select mode, and set it to "face" - I carefully select the faces of the sides of the shoes, leaving the top and bottom
un-selected. I check by using "Hide Selection" on the edit menu.
What I want to see is just the top and bottom, and none of the side parts.
When I have all the side parts hidden, I set the selection controls to "face" and "by vertex", then select only the bottom
of the shoe. I ReGroup this, and name it "bottom"
I now select only the top part, regroup again, and name it "top"
I open the Texture Co-ordinator. I click [Region], and drag a box where I want the sides mapped. Then I choose Sides in
the first drop-down box, and "left" in the second one. Then I click [ReMap] This will remap the shoesides group into the
defined box, from the left side view.
I repeat for the Bottom group, setting "Bottom" and "bottom" in the two boxes. I do the same for the top, using "top"
and "top" in the drop-downs.
I define a different "region" for each first, of course.
Now I select all the groups, and regroup them back into one.
Then I go back to the texture co-ordinator, and move, rotate, scale the various sections as needed
The final step is to select all the groups again, and on the vertex menu use "weld together"
You can now duplicate the shoe for the second shoe, export as an .obj file, and go back to your body mesh to bring the
new shoes in and assign the vertices, etc.