To separate the sections from one another I selected the faces contained in the portion of mesh required, then utilised the extract tool under the Mesh toolbar option.
The sections I was looking to separate the anatomy into are as follows.
- Head and Neck
- Torso
- Arms
- Hands
- Legs
- Feet
Once separated, I needed to apply UVs to each respective mesh, for this I utilised Unwrapping/Unfolding procedures.
Prior to the unwrap itself for each mesh, I needed to mirror elements of the geometry to give myself a full humanoid body to work from.
I then began applying UVs to each respective section of my characters body, beginning with the head, then moving down the body toward the feet.
I however did not UV the feet, as my character was to wear cowboy style boots and as such, the feet would not be a required part of the mesh.
Selecting all of the faces within the mesh, I projected the UVs on the Z axis to give myself a direct frontal projection of the head. Once projected I began selecting edges I would choose as seam lines to split in order to give myself an adequate UV layout.
I split the UVs up the side of the neck , around the back of the ear and slightly up the temple, selected the UV's within my UV texture editor and used the unfold tool, I was presented with this result in my UV texture editor.
I continued through the body, laying out UVs and splitting seams on each piece until I had a respectable layout within my texture editor, and left space for he extra pieces I intended on modelling to go with my character.
My finalised UV editor, comprising only geometry which I had been provided from the start can be seen below, with space left for my characters extras, boots, hat and cloak.
Following laying out my UVs this way, I began modelling the extras for my character.
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