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tomclancy_jack
06-28-2003, 08:58 PM
http://www.digitalsurreal.com/IMAGES/Misc/head-render1.jpg

Hello

This is my first post to any LW discussion forum, and I tip my proverbial hat to all the amazing talent that collects here. I'm experimenting with creating realistic organics, and I am currently trying to make a head UV texture from panoramic shots taken of my roommate's head. There's still some pretty bad stretching on it, but the best I could do in a day (oh, and the big hole in his head is due to the fact that I plan to have his "brain" exposed soon). I've been frustrated by the lack of being able to shift the uv and see the results in real-time. For instance, when I grab points in the UV view, not all of the points are available until I unweld the model, and then it becomes hard to see in the other ports.

I've read some interesting UV techniques in places like http://www.menithings.com/main.php?action=how&how_id=7&manual=1

How do you guys usually do it? I suspect that good UV mapping is just one of those things that needs many hours of practice learn. Any comments are appreciated. Thanks

-Matt

Karmacop
06-28-2003, 11:16 PM
I always make an endomorph and model the uv map before making it a real uv map. Then I'll go and texture. If you're uvmapping based on photos though I'd make a uv map then pull the points to conform to the image.

Rei
06-29-2003, 07:02 AM
there is lots of stretching going on. under the nose, the outside of the eyes, the forehead and the lower cheek.

also the goatee thing is not lined up on the left (as i look) side.

good start, should look kickass when its finished