It??™s your entire model??™s texture maps, laid
out.However, the map contains data unique to the specific model and
it effectively will apply itself around the model the way you specify.
Later in this book, you??™ll learn about working with UVs and create
them yourself.When you do, you??™ll be guided to this Texture category
of the Map tab. Here, you can edit the UVs, create them, set UV
values, and more. Figure 1.48 shows the category of tools.
Morph
LightWave morphs are much misunderstood. People often think they
change one object into another at the push of a button. In fact, a
morph (technically called an endomorph) is an operation that changes
the position of one or more points in an object. Moving points
changes an object??™s shape without adding new polygons or geometry.
You??™ll use morphs later in the book to make a character move.
LightWave uses vertex maps to store the point-position information
used in morphs, and the Map tab??™s Morph tools (Figure 1.49) control
those maps. Also note the M button down at the bottom right of
the Modeler interface, which is where you can access any morphs that
might be applied to your model.
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