Friday 22 October 2010

Production and application of UVW Unwrap map to head

First of all, apply Unwrap UVW map on the head above the Edible poly (but under Symmetry). As is shown, there is a highlighting green colour around the head and face. Under the face mode, use the paint selection and hold down ctrl button to paint the selection except the ear area, as this part will be handled into two steps, due to the complex shape of the ear.  Also, remember to turn off Ignore backfacing, so that it will not ‘ignores' the components on the opposite side of the object when you make a drag selection.  Use the cylindrical method to make the texture follow around the head and align it the right orientation, make sure everything is inside the cylinder and place in the centre.

 
Then apply the check pattern to the object. It is obvious that there are some stretched areas such as on the top of the head, around the neck, eyes, nose and so on. Hence, it is time to edit the UVW map now. Before taking any action, just make sure the whole object is within the square area; turn off the tile bitmap and have the Constant Update on, so that every single progress will be shown on screen.

 
Select the vertex mode, and adjust the overlapping area (which takes lots of pixels) by simply applying the relax tool, so that the vertices will be rounded out. Continue doing this respectively for those stretched areas. There is a small difference with modifying the eyes when applying the relax tool, it needs to be set as Relax by centres while setting Relax by edge angles for the other areas. 

 
The ear is always the most complicated! Start with the same method as mentioned above to paint the ear to have its UVs. However, instead of the Cylindrical method, the Pelt method has been applied for the ear.

 
Combine both relax tool and pelt (by clicking Start pelt button) to pull out the vertices, continue doing this for several times until I get a nice view of the final UVW map, and now it looks flatter than the original one.


Now apply the check pattern again. As is shown below, there are lots of checker segments on the ear, the reason is that the ear is too big in the UVW map, what I need to do is to scale it and place it in within the square area.  After that, make the head visible, and bring it close to the ear.

 
Mirror the other side of the face including the other ear, weld the joint area in the middle by applying Weld selected under the tools.

 
Scale a little of the map (with width 512 to height 256) and place it in within the square area.

 
Then render the UVs (under tools), and I have various options to render the maps:


 
Save the map and start to work in the Photoshop by following the tutorial.  Quick mask mode plays a significant role here, as select all the pixels from the UVs map. Apply layer mask to set it as a guide map to follow with.

 
Use the lasso tool to select bits of pieces in the reference picture, copy and paste it to the texture (UVs reference map). Two major tools applied here are Clone stamp tool and Patch tool. Clone stamp tool is to clone exactly the same texture or skin to another area by combining with the Alt button (to position a targeting area to be cloned); patch tool to have a result of similar patterns or colours to another, however, it doesn't work well with the transparent area, therefore, I used to clone the transparent area first and then patch it afterwards with same patterns and colours.

 
As is demonstrated above, I need to bring more pixels upwards or more pixels on the upper lip, so Liquify under Filter is applied to resolve this problem.

 
The mouth now looks much better than the previous one.

 
Continue copying and pasting the rest parts to the texture, and finally I get the basic look of the entire head after apply it as the material bitmap in 3d max studio.


In order to create some depth for the face, as is noticed in the coloured UVW map under Normal mode earlier, the colours represent the ones various different areas. Take the eyes as an example, the inner part of the eyes are actually darker than the outer area, therefore, brush the inner part with darker brush colour like brown or red colour and then have the same skin colour for the outer part, it shows as follows after update in 3d max. 

 
Continue doing the same for the ear and the rest part of the texture and then I have the basic head as below so far. In the next, I need to work more on the colour of the texture, the bump and specular as to have a better visual effect.


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