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View Full Version : Unwrapping a head in Polys


slice56
08-24-2002, 07:51 PM
Hello, I am using Maya, and i was wondering what is the best way to unwrap UV's of a head. I dont want to use spherical or automatic UV's, b/c it just doesnt work right for me, so is there someway i can unwrap them cleanly so its easier to texture. I am texturing this model for my texturing reel (model not finished yet, and its done by Miguel Santiago):

Grey
08-24-2002, 09:44 PM
here's an example of effective UV mapping on a head:

map (http://store.daz3d.com/store/PoserTemplates/people/michaelheadT.jpg)

slice56
08-25-2002, 12:44 AM
so, is there a tutorial that shows me how to unwrap a poly face??? if not, can you guys give me some hints?? ;)

Nikodemus
08-25-2002, 12:46 AM
i would like to know this too, i have just finished a character that i need to texture, i have never done a complex figure before.. however i am using max4.2 not maya

Grey
08-25-2002, 01:08 AM
it would be done differently in different aplications.

If you were emulating the one above, you'd start with flat mapping and split sides. then select various materials groups (or vertex groups) and move them around manually. Do this for a mesh before you mirror it or use symmetry.

Personally, I'd start with UVMapper Pro http://www.uvmapper.com which will unwrap sides for you automatically with flat mapping, then move it into an aplication like Texture Weapons (not my favorite) or BodyPaint3D (easier to deal with) or whatever method it's done in Max, LW or Maya... and move polys manually.

psil
09-02-2002, 09:37 AM
Originally posted by Grey
Personally, I'd start with UVMapper Pro http://www.uvmapper.com which will unwrap sides for you automatically with flat mapping, then move it into an aplication like Texture Weapons (not my favorite) or BodyPaint3D (easier to deal with) or whatever method it's done in Max, LW or Maya... and move polys manually.

Grey, I wonder if you could clarify for me... say I have a head model in LW... will UVMapper automatically flatten it out for me so I can use a planar projection (like the example you posted above) ? so that I could then paint maps in Photoshop?

I had a look at the UVMapper site, but it wasn't clear (to me -I'm a bit slow).

Grey
09-02-2002, 10:16 AM
unwrapping a head model is always a manual operation, unfortunately, there's no good way to automate it.

It shows examples of a Camel, look closely at the samples posted and see how one of htem is unrwapped on the sides.

http://uvmapper.com/uvmpspread.html

psil
09-02-2002, 11:07 AM
Oh well:shrug:
Cheers anyway.

hexenhaus
09-04-2002, 05:38 PM
I just learned this on my own last night!

(This is from memory, it may be a little off)

You have to make your model, then give it a shader. Next, shift-click the model and the shader then select: edit>UV snapshot in the texture editor window.

Thats the only way I've found to do it.

PsychoSilence
08-28-2003, 09:13 AM
is the non pro vesion freeware ?

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