The
red part will be ID 3 and the remainder
will be
ID 2.
With
the UVs corrected the result is in the
viewport with smoothing.
The
knee protection with the red ID 3 and
the remainder in ID 2.
For
materials, a planar map for each one.
The
UV adjusted and smoothed object.
Side
protection with the ID 3 in red and
the remainder in ID 2.
There
are two planar maps.
To
the top left UVs as crude parts and
on the top right after adjustments.
To the right with the part smoothed.
The
large piece of the bust armor.
To the red faces apply ID 3 and the
remainder ID 2.
3DTotal
Advertisement - We need your support!
As
well as you tutorial hungry people eating through a terabit of bandwidth each
month we also have many additional staff and running costs involved in creating
these free pages. We want to continue bringing you many free tutorials and resources
everyday, so PLEASE check out our products and amazon affiliate schemes via the
above banners. Many thanks!
Select
the faces with the ID 2 (select by ID)
and apply a Spherical Map.
The use of such mapping seems curious
but it is this type of mapping that
will give us fewer final adjustments.
For
the neck, use a Cylindrical Map.
(It is far more effective on this part).
Hide
the faces with ID 2.
The
left picture shows, the faces of Shoulder
Protection selected. Apply a Cylindrical
Map to this selection with the seam
facing down.
For
the decoration on the chest, apply
a Planer Map.