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From this starting point, the individual vertices were pulled manually within the UV texture editing window along the texture edges to line up with the UV borders, ensuring that the exterior vertices did not go beyond the 0 to 1 boundaries.
From that point, it was important to ensure that the overlapping areas within the ear, mouth, nose, and eye sockets were all flat and clean. This was done by pulling some of the points in these problem areas to the hidden interiors of these areas. The places in the eye socket, mouth, nostrils, and ear inner are safe places to hide a lot of things. The overlapping UVs in the eye socket were pulled to the center of the eye, the mouth interior was pulled to the interior of the mouth, and so forth.
The UVs inside the eye socket were selected in the 3D modeling window (finding them in the texture editing window is too confusing). When the relax function was applied the these UVs, the UVs averaged themselves evenly within these safe zones. The head was split at the top because the hair would cover the top of the head, and I did not need to worry about matching the UVs in that area.
Other UVs that needed relaxing were also carefully selected in the modeling window and relaxed in the texture editing window. The fastest way to do a job like this is to simply grab all the UVs and relax them all at once. The problem with this method is that all the UV spaces are averaged out to be the same size. There will be excessive detail in areas that have smaller polygons and not enough detail where the polygons are spread out.
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For the most part, the application of UVs using a texture mapping tool was simply a formality. The texture coordinates for these body parts had to be completely modeled in the UV texture window to achieve uniform parameterization. Manually adjusting the UVs into this uniform configuration was a tedious task and took about as much time to do as the modeling of these simple body parts.
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