This is where we start into the second part of this tutorial.
Part 2 illustrates amore complex way of applying textures - but at the end it is more rewarding.
To begin all we need is just an Editable Mesh. No other modifiers applied. Go into the Polygon Sub-Object mode and select the polygons (faces) of the neck. Set their material ID to 2.
Now material # 2 is assigned to the neck.
In the same way, select the rest of the head and assign material #1. Now the head has material material #1 assigned and the neck has material #2 painted on.
You can do this in another way. In Polygons mode make sure that Ignore Backfacing is unchecked and in any viewport select the whole head. Set the Material ID to 1. Now just select the faces of the neck and set the Material ID to 2. This way might be faster. Do it the way what works best for you.
Now select all faces of the head that have Material ID1 assigned. Use the "Select By ID" button for that.
When they are selected apply a UVW Mapping modifier and use Spherical type. Find where that green line - your job is to place it vertically along the back of the head.
Rotate the gizmo by -90° around the Y-axis.
Now rotate the gizmo -90° along it's Z-axis. Finally the green line of the mapping gizmo is situated at the back of Mike's head.
Your next step is to apply and use the Mesh select modifier. In Polygon mode, select by Material ID, all faces that have the ID2 (namely the neck).
Once all faces are selected apply a UVW Mapping modifier. As you can see the placement of the gizmo is again wrong. Rotate it twice to get it into the right position.
Rotate once around Y-axis and once around the Z-axis by -90° each.
Now just slightly adjust the angle to fit the neck's direction.
In the lover left corner you can see what the Modifier Stack looks like. This is everything we have applied.
Proceed to page 3 to finish Mike off.