'3D Studio MAX'

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'Low-Poly Character Modeling and Texturing'
by Athey Nansel-Moravetz

Email: atheynm@gmail.com


Now do the same thing for the face. Select down the center, detach (Ctrl+d) flip it horizontally and move it over top.


When I mirror UVs, I usually select everything and do a Ctrl+W to weld the two halves together. You need to be careful when doing this in areas with lots of detail to the mesh (like the face).

If I selected the face and did a Ctrl+W it actually welds together some UVs that it shouldn't! This causes nasty distortions in the unwrap. So be careful to watch for problems like this!



All that was left after this was to adjust the top of the head so that it would deform as best as I could get it to. My intention is to do some polygonal hair with opacities, but when I do it that way, I still find it a good idea to have a hair texture on the scalp under the hair.

I also flipped the whole head because I'm just used to working on them in this way. So just fit the head into the square, render out the texture (Tools > Render UVW Template) set the size, click the button, save the file, close the edit window, and collapse the stack! Done! Fww!






Bugati-Veyron



So these are the unwrap textures I've saved at this point:



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