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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