8

872 Chapter 8: Modifiers
The springs cont rac t, pulling the pelt seam
vertices toward the stretcher points. The
internal UV vertices are also affected by this
action. You can adjust the extent to which
they’re affected with the Decay setting.
10. Continue adjusting the stretcher points,
mapping vertices, dialog settings, etc., a nd
re-running the solution until you get the
desiredresults.Ifthingsgetoutofhand,simply
undo, or click Reset Stretcher and start over.
To export tex tur e coordinates to a pa int
pro gra m:
1.
Apply the Unwr ap UVW modifier to your
object and use the modifier tools to set up the
mapping. Texture-coordinate clusters that will
usethesametextureareashouldoverlap.
2. FromtheEditUVWsdialogmenubar,choose
Tools > Render UVW Template.
ThisopenstheRenderUVsdialog.
3. Set the Width and Height values to the output
resolution you want in the rendered template.
You’ll usually get good results by setting the
desired width and then clicking Guess Aspect
Ratio.
Tip: When creating texture maps for gaming and
other real-time 3D engines, be sure to set both
dimensions to powers of 2: 256, 512, 1024, etc.
4. Change the remaining values as needed. By
default,thetemplateisrenderedwiththe
edges as white and opaque (alpha=1.0),
and background is empty and transparent
(background alpha=0.0), but you have a variety
of choices here, as detailed in
Render UVs
Dialog (page 1–896)
.