Joan of Arc - Part 16 - Mapping the body

Here we hide the body leaving only the head, a little of the neck and the hair.
Create a Material with 3 Sub-Materials as shown.

Let us start with the hair as ID 3.

id_image58.gif

id_image58.gif

id_image59.gif

id_image59.gif

A cylindrical mapping with the seam in the front. On the right-hand side the UV mesh. Note that at the top of the UV it is completely stretched out and not easy to adjust.

Start to adjust the mesh by moving it from the remainder of UV with the Expand Selection function from the base point.

Select the faces of the Scalp and apply a Planer Map.

Move the new set of UVs and scale them up to a Large size. We will be knitting the Scalp to the rest of the hair later.

Now adjust the remainder of the hair.

Separate the Scalp UV into 2 parts, use the dividing line from the center of the hair.

d_image67.gif

d_image67.gif

d_image68.gif

d_image68.gif

Select the identical points between the 2 sets and then Target Weld the points (in the top right). Adjust the remainder of the points correctly.

We do the same again with the other pieces.

d_image70d.gif

d_image70d.gif

d_image70b.gif

d_image70b.gif

d_image70c.gif

d_image70c.gif

The UVs for the Hair are finished and on the right is the object with smoothing.

To finish, the head with the ID 2.

A basic cylindrical mapping and UV correspondents.

d_image79.gif

d_image79.gif

d_image80.gif

d_image80.gif

Remappez with a Map Double diffusion in the UVW Unwrap faces with the distorted mapping.
Separate and put on the scale the new set of UV.

Cross of them two and weld it with the remainder of the UV of the head. This part will still display distorsions but it is under the hair thus that hardly has importance.



The part of UV under the chin is not well unfolded.

For that select the points of the bottom of the neck and to increase the value of the software selection, the close points change color according to the influence of the selection.

Move to the bottom the points, the unfolding is done carefully and regularly.

Adjust the whole of UV with a scale not vertical uniform.

d_image91.gif

d_image91.gif

d_image90.gif

d_image90.gif

d_image89.gif

d_image89.gif

d_image88.gif

d_image88.gif

Certain parts of the faces are adjusted more specifically as the mouth, the nose, the eyes, these zones or UV overlap is that it is necessary to unfold.

The ear in this case is just widened, it is hidden partly by the hair and it is not necessary to spend time too much on this part.

The head with the finished mapping.

Fetching comments...

Post a comment