This tutorial is designed to show most of the UV mapping techniques and tricks that I use day in and day out. This is more of a brief case study rather than a step by step tutorial but it will give you, the viewer, an idea of the work flow I use when UV mapping something tricky like a human skull. I hope you enjoy it and learn something.
We will begin with a look at the model itself. Its always good to unwrap Uvs on an object that is not to detailed because it can get difficult to edit quickly and I am going to be using UVlayout which automatically smooths and unwraps a models UVs and it can get very slow if there are thousands of polygons to unwrap. The model is split into three parts, I decided not to have the mandible as a separate object from the rest of the skull because it can be easily split up in UVlayout. The teeth though are separate because they will make a lot of UV shells and its best to have them separate from everything else.
In figure 2 it shows the model being imported into UVlayout, in the load options the new box is checked, this clears any previous Uvs that are written into the .obj file. If the edit box is checked it will import any Uvs written into the file so you can edit them.
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Submitted: 2008-12-15 11:54:33 UTC
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