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Posted

yeah i agree with ferret. if that is yoru real uvw map you should really take full advantage of it .

a lesser example of this

-model-

http://www.generalvivi.lawgiver.us/imag ... t_wip3.jpg

-uvmap-

http://www.generalvivi.lawgiver.us/imag ... an_ext.jpg

u know?

edit: also you might want to bring your front pocket out a bit more on the texture. right now it looks like it kinda blends in with the vest.

Posted

This tutorial is created by me, i dont know if this is correct but is it what i do.

First step is to hide all polygos that i dont going to UVmaping. To do this, select the poligons for the zone that u going to uvmaping, go to "edit geometry" and "click" on "hide unselected" or right click-hide unselected ( u can unhide in "edit geometry" but not in right click ).

firststep2tf.jpg

Second stem is to broke the image in zones, usualy are Front,back,sides,tob and button, that will cover all the geometry.

Well now select the firt part with "poligon selection" as we made to select the zone that we going to uvmaping.

secondstep0is.jpg

When u have all your polys selected, drop a modification "UVW mapping" and do the same as the image or similar. depending of the model.

3step9ik.jpg

When u finish that, Drop "Unwrap" and press edit key.

4step2pg.jpg

BUT REMEMBER, VIEW ALIGN MUST BE GOOD!

good9ce.jpgbad5gs.jpg

NOW MOVE OUT of the SQUARE:

move1dq.jpg

convert the entire geometry again to editable poly, and repeat the same operation for the side poligons ( be sure that u dont select any of the selected poligons before.

(image lost, will add it after )

u will get something like this:

THIS IS "BAD" and u have to move some vertex to fix.

bad28qa.jpg

This is the fixed version:

good23iu.jpg

Now only have to fix and weld the vertex to make only 1 piece, by converting the entire geometry again to editable poly and adding Unwrap, it will show all you Uvmapings that u done before.

Like this:

finally5ds.jpg

Move the vertex to get a good UVmaping, the final result will be something like this ( finish the Uvmaping doing the same operation to the other half part of the head ):

done2sc.jpg

And DONE! ( when u finish all the vertex must be in the SQUARE ( in, not out ))

PD: sorry for my english and the long of tutorial, sorry if i miss something too. :-D

Posted

No this is great, thank you very much! :] I'm a grid nazi at habit, so I dont think outside the box when it comes to this, I never thought about welding all the sides together like that, sure it'll be a little stretching, but you wont have the ugly lines or edges..

thanks :]

Posted

I forgot to say that :

Now only have to fix and weld the vertex to make only 1 piece, by converting the entire geometry again to editable poly and adding Unwrap, it will show all you Uvmapings that u done before

EDIT: Thanks.

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