4. Select the surfaces for the front, outside and back of the leg. We are not going to include the inside leg surface because this will cause problems for the model in the Serious Sam engine, which will not accept a single point having 2 UV coordinates. Select the 3 surfaces that make up the outside area of the leg using the select by surface tool in the statistics panel.
How To:
Press "w" or select statistics from the left main menu: Modeler>Windows>Statistics. Switch to Polygon mode by clicking "polygon" in the bottom left or pressing "space" until it is highlighted. In the "surf" line, press the down arrow and choose the surface you wish to select. Now press the "+" button to the left of the "surf" line. The "-" button will deselect all polygons that have the selected surface. After the first surface is selected, select the next surface in the list for the leg and press the "+" button. Do this once more for the third leg surface we are selecting.
5. Now create a "Cylindrical" UV map for the main part of the leg. We will use this same map for all our UV data, so only one image will be used to map the entire lower body.
How To:
At the bottom right of the screen you will see the map controls: W T M (none). Press the "T" button and from the pop-up menu select "new". In the "Create UV Texture Map" dialog box, name the new map "player". Set the Map Type to "cylindrical", the Axis to "Y" and Settings to "Automatic". Press "ok".
6. Now we have our first UV data for our UV map. To see the UV data, switch the bottom right view to "UV Texture" mode. Move this data out of the UV coordinate area so the next part we generate does not overlap the data we just created.
How To:
In the top left of the bottom view, use the pop-up menu to switch from the current view to "UV Texture". To move the UV coordinates, press "t" or in the top menu select "Modify" then "Move" in the left menu. Now drag the polygons out of the UV Texture grid in the UV Texture view. Holding the CTRL key will restrict movement to one axis.