Thanks for the comments guys.
I’ve used 3dsmax for this and after applying cylindrical mapping co-ords to the head I add the Unwrap UVW map modifier. There’s a tool in there which I think is new to Max 6 that allows you to select differrent areas of the mesh and relax it. This is well handy were you have lots of high detailing - particulalry around the eyes and ears.
However, you don’t want to get too carried away with it as you’ll end up with a texture that visibly stretches across your polys. I tend to go for a combination of using relax and doing manual tweaks to get the best results in the shortest time.
I then use a free plugin called Texporter to save out the UV map at a nice high resolution and then get photoshopping like a madman.
Hope this makes sense.









