Shenku
RiO Incarnate
|
Friday, June 22, 2012
Firstly, when unwrapping a model, try to separate elements in the UVW map based on where natural seams would be assuming it were real clothing. For example, on a character's leg would go up on the inside and outside seams of a character's pants(although possibly stitched together for the outside, since such seam locations are more visible).
Likewise with a character's upper body(shirt seams), hands(glove seams), or shoes(usually easiest to just extend the inner pant seam down to the bottom edge of the shoe's sole, then wrap around to cut off the bottom of the shoe). Granted, seam locations can vary wildly depending on the model, but clothing seams are usually good places to start looking when setting up the seams between different UVW elements. Once you have the seams, it's a matter of quick planar mapping(bottom of the shoes, or other similarly flat model components), pelt mapping, relaxing the elements, and "packing" the UVW map into the texture area in a way to maximize texture space usage.
Note: The above assumes that you are using 3DS Max.
Or, you could go onto youtube and do a few searches for tutorials such as this one:
http://www.youtube.com/watch?v=vUUhOCEujUI
You may have to skip over a large part of the beginning of that video to get to the actual steps of unwrapping the model, but the information discussed prior to that could still be useful.
|