The process we used for the leg and torso surfaces will now be repeated for the rest of the remaining surfaces. For all the remaining surfaces, we will use planar maps but you could mix any map types that best suits your model in this process.
10. Create the UV coordinates for the "bodyTop" surface. This surface is not very important since the torso will almost always obscure it; it just needs to blend in with the torso texture. Create a planar map on the Y-axis as you did with the previous surfaces and add it to the "player" UV Texture. Then move the coordinates out of the UV grid.
How To:
Follow the methods explained in making the torso texture. For this step, the planar map will be on the Y-axis.
11. Create the UV coordinates for the "LegCuff" surface. This surface is not very important since it will be raised up under the pant leg; it just needs to blend in with the leg texture. Create a planar map on the Y-axis as you did with the previous surfaces and add it to the "player" UV Texture. Then move the coordinates out of the UV grid.
How To:
Follow the methods explained in making the torso texture. For this step, the planar map will be on the Y-axis
12. Create the UV coordinates for the "shoeInside" surface. This surface is the inside of the shoe. Create a planar map on the X-axis as you did with the previous surfaces, and add it to the "player" UV Texture. Then move the coordinates out of the UV grid.
How To:
Follow the methods explained in making the torso texture. For this step, the planar map will be on the X-axis
13. Create the UV coordinates for the "shoeSides" surface. This surface is the outside of the shoe and the outside of the sole around the inside and outside. Create a planar map on the X-axis as you did with the previous surfaces and add it to the "player" UV Texture. Then move the coordinates out of the UV grid.
How To:
Follow the methods explained in making the torso texture. For this instance, the planar map will be on the X-axis.
14. Create the UV coordinates for the "Sole" surface. This surface is the sole of the shoe. Create a planar map on the Y-axis as you did with the previous surfaces and add it to the "player" UV Texture. Then move the coordinates out of the UV grid.
How To:
Follow the methods explained in making the torso texture. For this instance, the planar map will be on the Y-axis.