I recently noticed a "special" (or common?) way in laying out a head uv to get more texel density on areas which are more important (face) over other areas (top/back of the head)
This would look something like that:
![Image: https://us.v-cdn.net/5021068/uploads/editor/nm/9c6yvr5e0uyx.png](https://us.v-cdn.net/5021068/uploads/editor/nm/9c6yvr5e0uyx.png)
notice that the UV space is fully used, the face-part is even, and the outer uvs are a bit stretched, but that does not matter in certain cases (hairs, hats, shirts does cover that areas)
while mine attempt does look like this (at best):
![Image: https://us.v-cdn.net/5021068/uploads/editor/hs/ewymwafnlgd4.png](https://us.v-cdn.net/5021068/uploads/editor/hs/ewymwafnlgd4.png)
what is your approach to unwrapping a realtime characters head?
Replies
in my defense, this website is alittle bit messy
Again this will surely help me alot! Thanks so much!
In the meantime i played with pinning and optimizing tools and that is what got (i only concentrated on the face itself, no mouthbag etc):
and a suuuper quick substance test here
ps:
i just watched the whole video, and there is a alot of things i did not know!
Alex, you are my todays hero