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Step 4: Now you're ready to map the UV's for your model. Select your duplicate model and go to the Edit Polygons>Textures>Cylindrical Mapping>options menu. I just used the Smart Fit option which fits the projection automatically around your selection. You're welcome to play around with the different options, but for this instance, these are the settings I used.

989_tid_cpm.jpeg
Step 5: In the attribute editor for the cylindrical projection, you'll find the following options (right image). Make sure you set the Rotate Z value to 0.1. Maya has this weird habit of messing up the UV's of the cylindrical projection, and this seems to fix the problem. These are the settings I used.

989_tid_projSettings1.jpeg  
Step 6: I also noticed that the UV's for the top of the head and the UV's for the neck area were garbled
from the Cylindrical projection, so I selected the poly's on the top of the head, and did a planar projection for those, and selected the poly's around the neck and did a second Cylindrical projection for those.

So I ended up with 3 UV shells in the UV Texture Editor, which I'll need to sew together to get one unwrapped UV shell

989_tid_garbledUVs.jpeg
989_tid_topPlanarProj.jpeg989_tid_neckCylProj.jpeg
989_tid_3Shells.jpeg





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