Graphics Reference
In-Depth Information
Figure 7.35   Fitting  the  front  view  projection  to  the  front  view  image.
jpg . Now, using the regular selection tools and PEF, make the front view unwrap fit the image as closely
as possible. Figure 7.35 shows a before and after: immediately upon unwrap, and once the unwrap has
been edited to fit the image. Pay special attention to the fit around the eye and mouth holes. Of course,
this is easier said than done. You'll feel more like a modeler than a materials and texturing artist when
doing something like. You can watch the Web Bucket video matching_uv_to_image.mpeg to see me do it
in real time for a better idea.
When you have that done, LMB click the “side” texture channel in the Object Data window, Project
from View unwrap in a side view, and repeat the matching process with the image called kid_head_side
.jpg . Once again, it's a bit of a slog matching this stuff up, but this is much better than it was in the old
days, so, like, get off my lawn if it's too much for you. In the end, you will have three different UV
channels. The first will be “final face unwrap,” which currently uses a blank image. The second is called
“front” and uses the front view reference. The last is called “side” and uses the side view reference. Both
reference unwraps should conform pretty closely to their reference images in the UV Editor.
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