View Full Version : what settings do you use to uv unwrap a head?
erwin1978 10-16-2002, 04:53 AM what settings do you use to uv unwrap a head? Mine ends up with a million pieces.
Is it a must to have all the pieces connected as one? I've also modelled the inside of the mouth. Is it ok to stretch out the pieces? I mean, the mouth must come out somehow.:wip:
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wedge
10-16-2002, 06:52 AM
you need to use a projection. default UV's will always be ugly. Depending on the head you can use Cylindrical or Spherical mapping. Most times you'll use a front and side projection and stitch them together.
playmesumch00ns
10-16-2002, 08:56 AM
Use a cylrindrical or spherical projection for the outside of the head, and map the inside of the mouth seperately. You'll probably want a different material for it altogether.
When doing a cylindrical projection, don't forget to set the z rotation of the projection to 0.1. For some reason this fixes a bug in Maya which causes it to make a right royal mess of the seam.
here a small tut ;)
- duplicate the head and use the sculpt poly tool to smooth the geometry (this helps avoiding overlapping uvīs)
- select the faces of the top of the head and apply a planar projection
- select all the other faces and apply a cylindrical projection
- connect the "top of the head uvīs" with the rest in the uv texture editor using move and sew.
- finally select the copy first then the original head and choose -polygons - transfer (with only usīs on)
goob.
dwalden74
10-16-2002, 11:19 AM
duplicate the head and use the sculpt poly tool to smooth the geometry (this helps avoiding overlapping uvīs)
Average Vertices is also quite good for this kind of smoothing before doing a UV projection.
:beer:
David
erwin1978
10-16-2002, 07:17 PM
I should mention that my head is a subD so there's none of those projections that I see.
flamedevil
10-16-2002, 09:07 PM
You can convert your model to polygon with Modify->Convert->Subdiv to poly and follow steps that Goob gives you.
Or try this tutorial :
http://www.3dlinks.com/tutorials/maya/maya_tutorials.cfm?tutorial=head_subdivision
Hope it helps you.
erwin1978
10-16-2002, 09:50 PM
Why not apply the UV in subD? After all, I want my model in subD and not poly when rendering time comes.
Moving around UVs in subD is freakingly slow; is this why you suggest go with poly UV? Is it possible then to subD after the UV has been applied?
and why not converting it back into subd after applying the uvīs?
erwin1978
10-17-2002, 06:58 PM
Ok, I'm doing the duplicate trick. According to the manual this is good as long as I don't change the topology. What does that mean? Isn't changing from poly to subD a change in topology?
MCronin
10-17-2002, 08:10 PM
No, changing topology means changing the number or order of vertecies in the model.
ryguy
10-17-2002, 08:13 PM
On your subD, just go into poly proxy mode and apply your UVs in your poly proxy model. Then you can use all the poly texturing tools.
Then just go back into standard mode and your textures will be fine.
~Ryan
erwin1978
10-17-2002, 09:22 PM
Originally posted by playmesumch00ns
Use a cylrindrical or spherical projection for the outside of the head, and map the inside of the mouth seperately. You'll probably want a different material for it altogether.
When doing a cylindrical projection, don't forget to set the z rotation of the projection to 0.1. For some reason this fixes a bug in Maya which causes it to make a right royal mess of the seam.
How do I map the inner mouth? Do I extract it from the rest of the head and then map?:surprised
select the faces of the inner mouth and apply a projection (a cylindrical woud do a good job) and move the uvīs in the uv texture editor beside the head uvīs.
goob.
playmesumch00ns
10-18-2002, 08:53 AM
If your inner mouth is bending down (i.e.) going down the throat, it can be helpful to manually straighten out the geometry(if it's not too heavy) before doing the projection
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