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UV layout Issue

Hi guys, Im new here and was wondering if someone could help me fix this UV layout problem on my characters head. I cylindrical mapped it and the only problem is the massive distortion on the head. See on the far right of the UV editor where the UVS in the head shoot off? That always happens to me and even when I try moving them back into place, it doesn't work. Any suggestions? Thanks =)

uvlayoutlu0.jpg

Replies

  • Joao Sapiro
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    Joao Sapiro sublime tool
    hm...try to relax those parts , i do it in max and it works pretty well , i also dont worry much about the top of the head if it is skin etc, but f it needs mechanical or advance hair detail i would detach those parts.
  • AfterbanG
    Hmm, I tried that but it just stretches everything out really bad. Its going to be the top of the head where ill be putting a color map for the hair, which will be also covered by alpha cards for hair, and a Spartan mask when not using the hair. So yea, its not a huge deal, but it would be great to figure this problem out because im going to be using this for my demo reel.
  • pior
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    pior grand marshal polycounter
    Try to unwrap as follows:

    -planar map groups of poygons that are planr on the model ( main facial features, 3/4 view, side view, aso),
    -stitch these bits together,
    -done, no stretching.

    Bobo made a video tutorial a while back using that technique. Link anyone?
  • ChaosEidolon
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    ChaosEidolon polycounter lvl 17
    *bump*

    If anyone has that link, puh-LEEZE post it. Trying to master UVs and having a hard time finding good demo vids.
  • Ryno
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    Ryno polycounter lvl 18
    Pior pretty much nailed it. Planar map, then stitch to the scalp/crown of the head wherever the seams will be least noticable.
  • Xaltar
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    Xaltar polycounter lvl 17
    I am new to all this but I use the planar route most of the time and it works great for avoiding stretching in those nasty little areas. The trick is in the seams.....
  • AfterbanG
    Thanks for all the helpfull feedback guys grin.gif Seems like planar mapping is the best bet, so thats what i'll do! Only downside... more work >< Haha im lazy, but if it works, then it will be done!
  • Delaney King
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    Delaney King polycounter lvl 18
    THe best solution I find is to slice the head at the temples where the surface angle is more acute and lift up the top of the scalp like a flap. You get a seam that needs to be delt with, but it follows the direction of the hair. smile.gif
  • foreverendering
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    foreverendering polycounter lvl 12
    ^

    Agreed. Also, looking at your UV's, I would watch out for UV stretching at the underside of the jaw.

    I'm a fan of less stretching, and more well placed seams, when it comes to UVs. I wouldn't be afraid to break the UV's in a few places to minimize the distortion.
  • malcolm
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    malcolm polycount sponsor
    The flat part you are getting is from the cylindrical map, it's creating the seam in a weird spot because it can't deal with the round shape you are modeling. Please try this it works quite well.

    1. Planar map whole object from any angle.
    2. Select edges up the back of the neck where you want the uv seam.
    3. cut uv's in the uv editor.
    4. select all the uv's and use the unfold uv tool.
    5. change the solver weighting until you get something good.
    6. relax uv's world space harmonic to clean up any bunching.
    7. if the face uv's are slightly asymetrical you can duplicate it and mirror and then sew the two halfs together.
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