Hi guys, I'm attempting to uvwmap my models a little differently and its presenting some troubles.
Just wandering how you guys would tackle a uvwmap like this.
I'm struggling quite alot due to a few things like wrong anatomy (probably lol) and bad light sourcing. ( I didn't vertex bake
prolly one of the many poor things hehe)
current texture :-
What I'd like to know is how you'd plan out a skin for the model I've got (check the links at the bottom its a max7 files I can upload 3ds if you like).
Oh and also what I can do to unfuck the mess its become!
Thanks
ohh heres the head skin map just out of interest
model render
please ignore the uvwmapping on the trousers and also the texture hehe
phewww that was a long rant
Replies
I would suggest using a 3D paint program to fix seams, that way you can keep details that go across your wrists, belly, neck, etc.
Tattoo is a shareware option, if you don't have access to Deep Paint 3D or Body Paint 3D...
http://www.terabit.nildram.co.uk/tattoo/
recon I'll grasp it soon I hopes
The overall UV mapping is good however based on the model the mapping of the torso is not symmetrical. The left side is not the same as the right. Although it is not always required to have apposing sides to be identical, if the model does not call for it, in this case you will probably want both the left and right to be identical to avoid problems when texturing.
By having both sides identical you can then texture one side, mirror it and use the copy as the base for the apposing side. The two areas that stand out the most are the elbows and the seams of the arms. The elbows are not all that critical but it is important that any face that makes up part of the seam have the same area as represented on the model and that the apposing face has the same scale . By maintaining that area you will have less problems making the seam match up and prevent stretching that would other wise make it noticeable.
As to my process.
I usually split the model in half, if it is symmetrical, in the T-stance position, detach the head, feet and hands and split it in half once again creating a back and front. Ill then place a UVmap modifier on the stack and planer map each of the parts. Then Ill unwrap each of the parts in turn and using the sub-object face mode of the unwrap modifier planner map the faces that make up the seam and scale them into position. If I can get the apposing faces to line up on the vertical or horizontal all the better.
Using the seam as a point of reference Ill place a checker board texture on the model and start positioning the verts using what ever tool will work the best in that situation. Most times using a soft selection. The goal is to make the checkerboard pattern look as square as possible
Once Im happy with the mapping Ill then copy/mirror the mesh and in the unwrap modifier use the flip tool to mirror the mapping and then reattach all the parts. Once again dive into the unwrap modifier and position all the parts, using select by element, and position them inside the target area. Any of the parts that do not required to be symmetrical will be positioned to share the same mapping area but in the case of your torso the left side will be matched up along the edge to the right side making both sides mapping identical.