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# 3 10-08-2007 , 03:59 AM
mastone's Avatar
Maniacal boy king of Babylon
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
Looks good only try to keep in mind, to maintain an edgeflow, try to make the lines flow smoother.
And yes i would uv map the rough model, in case you need to tweak anything by hand....
I would recommend using a planar projection on your headgeometry, make separate shells for the ,innermouth nose,eyesocket and ear and then select the uv'sin the middle from the chin to the forhead(stop where the texture seems to stretch).
Open the UvTExture-editor and go to polygons=>unfold=>optionbox.
Turn on pin uv border, turn on pin uv's and then pick pin selected uv's
Now goto other settings=> maximum iterations and make it a value of 1(trust me).
Now leave the unfuld box open by clicking apply.
Now you will see the uv's changing in UTE.
there comes a point where the eyesockets,innermouth etc are becoming to big in comparison to the rest of the uv's, then you have to go to the optionbox and deselect pin uv border.
I really like this method instead of automatic mapping where i will get like a miljon different shells, but to each his one, right?
Good luck

ps; i've included a texture for laying out uv's

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