Graphics Reference
In-Depth Information
Figure 7.30   The  unwrapped mesh  showing  area  stretch.
Make sure that the entire unwrap is selected and choose Minimize Stretch from the UV menu on the
header (Ctrl-V is the keyboard command, but I don't consider this one a “must memorize”). Watch as
Blender magically begins to minimize stretch over the entire model. It does it in steps, like an animation.
You can stop the process at any time, accepting the result by clicking the LMB. RMB cancels, as usual.
The result of letting the process run on the basic unwrap is seen in Figure 7.32 . This is actually a pretty
good result, showing stretch distortion transitions issues around the eyebrow line and between the mouth
and nose. If you're in a hurry, it is certainly usable. If you use the Minimize Stretch feature, be aware that
it is fairly difficult to adjust afterward using the Pin and Live Unwrap method. In fact, trying to do so will
almost instantly ruin the result. To adjust an auto-unstretched unwrap, you're better off using the standard
selection tools along with O-key PEF and avoiding pinning altogether.
Whichever way you choose to go, you'll end up with a decently unwrapped head.
The next step in texturing the head is very cool, and will work for texturing any unwrapped object for
which you have real-life texture references. You will need both a front view and a profile shot of a real
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