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August 2001
Chicken Head Setup
by Kris Kapp -- page 2
(Your first dance
with the chicken? Get caught up with the first chicken scratch
here)
Continued from
page 1
One cool thing about converting nurbs
to polys is that you retain the UV information from the nurb surface. If
you select the resulting poly and open the texture view, you should see
a grid layout roughly in the shape of the original nrubs surface.
The first patch I am going to convert to polys is going to be the inside
eyelid patch. (The one that’s highlighted green in the graphic, below.) After
converting it, select the poly mesh and open the texture view window.
You should see a square grid with roughly the same spacing as the
original nurb surface.

Texture view of the
poly
What we are going to do is convert all the patches into polys and
combine the polys into one single mesh. But we are going to do it one
patch at a time and arrange the UVs as we go. Select the UVs in the
texture view and scale and rotate them until they are in the same basic
shape of the original nurbs surface. This might seem a little confusing
but it will make sense when you convert a couple of more patches.

Inside eye poly
scaled and rotated.
Next, select the remaining eyelid patch and convert it to polys. Select
the new poly and open the texture view window. Scale the UVs and move
them off to on side so they are a little out of the way. What we are
going to do now is to scale and rotate the UVs so they match what the
original nurbs surface looked like. Remember these have to line up with
the UV’s we were working with from the first poly mesh we created.
Select the both meshes so that their UVs show up in the texture window.

The two UVs of the
poly meshes.
On the second poly meshes UVs, select rows of them and rotate and scale
them so they follow the outline of the original nurb surface. The next
step is to combine the two poly meshes into one single mesh. First make
sure that the normals for each mesh are pointing out in the same
direction. You might need to reverse the normals for them to do this.
Then under the Polygon menu Combine them. Next Merge Vertices or Merge
Multiple edge where the two meshes meet to get one continuous mesh. It’s
helpful to have the heads up display turned on to tell how many vertices
you have selected. Now in the texture window, move the UVs that
belonged to what was the second mesh object in position next to the
first meshes original UVs. Select the edges where on the mesh they were
combine and sew the UVs together.
The highlighted
edges are sewn together
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