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View Full Version : UV mapping "snouted" characters


GatorNic
09-22-2006, 05:32 PM
This may have been good to ask in modeling forum too, but anyway....

I was wondering what a lot of you do to UV map characters that have protruding snouts (Dragon, wolf, etc)? I have already done it a couple ways, both of which are decent. But sometimes you get stuck in your ways of doing things so I would like to see how others have done it.

I am sure there is no *best* way, but maybe a pic of the UV's and the character would be cool. Do you seperate the snout from the head? One piece? Have any problems with the seams if you do cut the snout out seperatly?

thanks!

spikomatix
09-28-2006, 12:01 AM
iam not sure if i understood it right..but do you mean the mouth/nose problem zones?how to unwrap or texture them? protruding?

its more easy when you apply an edit poly modifier on it an relax it ;-) hehe thats a cruel trick..but it works incredible good ;-)

am i wrong with the answer :-P ?

GatorNic
09-28-2006, 04:42 PM
yeah I was talking about UV mapping, on characters (or even animals for that matter) that have a elongated/protruding mouth or snout.

you know with human characters a cylinderical mapping of the head w/tweaks will create a pretty good map with minimal stretching. But for a characters with a long snout it is not that simple or there will be a lot of stretching. So is seperating the snout from the head a good idea? Is there another way?

guess I was somewhat worried about having a seam so close to a mouth, where there would be alot of animation/blends. Just trying to see what other people's methodolgies were on something like this.

spikomatix
09-29-2006, 09:42 AM
hi nix

even the "pros" do it wih cylindrical mapping on snouts.
I have all the Gnomon texturing dvds and i remember they texture a creature with cylindrical mapping (snout) but as i sayed they push the noseholes out with relax tool for example to get better results before unwrapping.
next thing you have to know is that they work on only one half of a character and do the symmetry modifier after unwrapping ;-) that sounds dumb for some people..but i use it myself..and it works out very good(much more easier on head!cause of the mapping!)..later on tweaking is no problem at all..
this is definetly the way it must work (in my opinion)

EricChadwick
09-29-2006, 05:17 PM
Separate in UV space is best, least distortion. Another seam to fix, but easy to do with 3D paint.

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