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编辑“
Portrait modding
”(章节)
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==== Material ==== Open up your .dds in Photoshop, open the image size window ({{key press|ctrl}}+{{key press|alt}}+{{key press|i}}) and change the format from pixels to centimeters. The values here are the values we will use to create the polygonal planes in Maya. The Fungoid 11 texture file is 512x512 px which results in 18.06x18.06 cm. Go to Maya and Create > Polygon Primitives > Plane > Option box. Set the axis to Z and then input 18.06 in both height and width. Now to create a proper material for it. Go to the Hypershader (Windows > Rendering Editors > Hypershader) and create a Phong material in the menu to your left. Assign the texture to the diffuse channel and assign a black texture to the normalmap and specular map channels. You can do this by assigning a file and never adding an actual texture. Assign the new material to the newly created plane. If your texture isn’t a perfect square you will need to go to the UV Editor and move the UV edge to the texture edge (however in the example of 512x512 it is a square). Now duplicate your plane until you have one for each body part, like in Fig.4. Add more vertices to the planes and move each parts’ vertices to exclude the other parts (make sure you have "Preserve UVs" checked in the Move Tool settings) and place them above each other in the correct positions and order. It’s easiest to work in the front view. Put them in the same order in the outliner. The one furthest in the back should be at the top of the list and the one most in front at the bottom, this is to make the game know in which order to render them. [[File:Portrait rigging fig4.jpg]] ''Fig.4: Polygon planes to map out the body parts''
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