Getting to Know the Polygons
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| The image to the left shows how the various polygons on the Corvus
model are unwrapped to create the skin. Click on the thumbnail for the larger
image, which is shown at twice normal size for clarity.
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| The red lines across the body indicate where the waist
meets up across the different torso parts. The red line running
down the leg will be facing forward on the model. The next image shows
the standard Corvus skin overlaying the polygons. Again, this is twice
actual size.
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| It's a good idea to always include an overlap beyond the
polygon boundaries, to avoid black lines appearing between body parts.
Compare Corvus' usual face (right) with what actually gets applied to the skin
(left).
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| The tricky parts of creating skins are in matching up different
body parts so the design continues smoothly across them.
For instance, if you
don't align the belt properly on the front, back and side of the torso,
it won't match up on the model. By measuring where the red lines are on the
first wireframe image(512x512),
you can divide the number of pixels by two to work out where they
would be on a standard 256x256 pixel skin (which is the size used
in Heretic II). On this image, the waist line
for the back of the torso is 146 pixels down from the top. On the front it
is 436 pixels down, and the side of the torso it is at 448. That translates
to 73, 218 and 224 pixels from the top on a 256x256 pixel image. An easy
way to align the side of the torso with the front is to remember that
where the belt on the side joins to the front it
is 6 pixels lower. Remember that the belt on the side of the torso slopes upwards
slightly to meet with the back.
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A more accurate way would be to match the edges of the polygons up. This
image shows how the various parts of the torso match. Notice how they are all
at slightly different scales (the back is larger, the front and side are
similar). Red parts will wrap under the groin area.
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The polygons that make up Corvus' hair are complex, but the following
is a basic template that should allow you to alter it as you like.
Simple single-coloured hair is easy enough to do, but if you
want a stripe running down the centre, or to convert the hair into
a metal helmet, then you need to know exactly which parts end up
where on the model. The inset shows how the template maps onto
the model, in both front and rear views.
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