Graphics Reference
In-Depth Information
Figure 7.29   The  face  unwrap  scaled  up.
For an example of how to minimize distortion, let's focus on the chin. The mesh under the chin shows
some green, which when found beside the nice blues will probably produce some visual distortion during
the render. To fix it, choose a vertex amid the green, pin it, and move it. You'll find as you move it that
the stretch color changes on all affected faces, giving you immediate feedback on whether your movement
is helping or hurting. The odds are that your whole model is never going to be blue in stretch view. What
you are really trying to avoid are hard jumps between levels of distortion, which show up as different
texture scales across the surface of your model. Figure 7.31 shows the chin area once I've pinned and
pulled some vertices. The major benefit came from moving the original row of pinned vertices downward
to provide the entire chin area with some room to expand.
That's the hard way to do this. Sometimes, you'll need to adjust a UV unwrap just  so , and in those cases,
Live Unwrap, Pin, and move will be the tools you use. Now, let's go back and do it the easy way.
Use the A key to select all of the vertices in the UV Editor and press Alt-P to unpin them. Press the E
key to re-unwrap the model. You could have focused on the 3D view and called Live Unwrap from the
U key menu, but the same command is provided in the UV Editor as a convenience. The model re-
unwraps to the original state. Enable Area Stretch display, if it isn't already.
Search WWH ::




Custom Search