With the head and neck mapped, the ear needs to be done. Instead of using cylindrical projection, this will be done using pelt mapping.
The faces of the ear are selected and, in the side view, under the parameters of the UV modifier, planar is selected. This makes the checkers more uniform. Then, pelt mapping is selected. Clicking point to point seam, a cut is made across the back of the ear so the pelt is stretched better.
Clicking edit pelt will bring up a dialogue box. Use the default and simulate the pelt. This will pull the ear outward. Like before, adjusting vertices will clean up any stretches.
The ear looks like below. The mapping is done, but by going back to 'edit' in the UV modifier and scaling the ear component so the checkers are a similar size to the head checkers. In the image above, it is clear that the ear is far too large before scaling.
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