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View Full Version : head UV's once again..


Sokratas
03-12-2004, 12:26 PM
Sorry if u're bored about this, but I'm quite rare here.. So question: what type of mapping do u use for your head models ? Talking about max. I usually see that beutiful flat images, but only way i found something similar, was cilindrical mapping. It's really awful in some areas, and I believe it's really rarely used, however i managed to paint something :)... Unwarp isn't working to, as it gives lot's of small details. Any idea's ? :bowdown:

Flinch
03-12-2004, 04:30 PM
I don't know of any method of unwrapping uv's of a head without modifying them manually after a projection. So you have to manually tweak the uv's of your head in the areas which look awfull. There are some tricks how to get a better unwrapped mesh by using some sort of spherify (don't know the exact name in max) to get a more rounded shape of your head which better fits the projection, and then transfer these uv's back to your original mesh. Another way would be to make smaller parts and make planar projections and then stitch the parts together by hand. (e.g. front, sides, top). I would also look into the experimental uv-mapping in Wings3D. You can get really usefull uv's in no time. I remember that someone posted a tutorial some months ago regarding wings and uv-unfolding.

EricChadwick
03-14-2004, 01:20 AM
Chris Kniffen has a great head-uv tutorial for Maya, but the principles can be adapted to max...
http://www.kniffen.ca/index.php?target=tutorials/texture/UV1.php

Bay Raitt has a quickie that explains the same idea...
http://cube.phlatt.net/home/spiraloid/tutorial/texture.html

There is a Relax function hidden in the Unwrap modifier, but it is not nearly as good as the relax in Maya or in Deep UV. You could go the Bay Raitt route, by copying the head model, applying a Relax modifier, then a UVW cylinder, then Uwrap to edit. Then merely save/load the UVW file into the original head.

Stitch in the Edit UVW window helps a lot too, for example to planar-map the top of the head, then stitch that to the cylinder-mapped face/sides/back chunk.

Sokratas
03-26-2004, 10:56 AM
Tnx, I moved with model to wip crits. http://www.cgtalk.com/showthread.php?s=&threadid=132948

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