o Step 10: Shrink, pelt, relax and repeat

A tip here is to shrink your UV faces to a really small size so the pelt simulator can pull your mesh apart successfully. It can take a lot of playing around to get it to work. You will have to run a relax periodically followed by the pelt simulator again. Fortunately, this is fast to do. As soon as you are happy with the result you should exit out of the pelt mapper and continue refining your mapping with the Relax tool targeting face angles and edge angles as required.

O Step 11: Was it really worth it?

Pelt mapping can be the answer to your prayers. Unfortunately, it's more likely to be a descent into mapping hell. You have to be heavy-handed to get pelting to work at all. You have to toggle between heavy relax and pelting repeatedly. Try it. Be quick about it. and if it doesn't work or if it doesn't give you significantly better results than spherical mappino then don't use it! Even if it does work well, you will still have to refine the mapping.

Q Step 12: Final UV map tweaking i A

Checkered Grid Texture MapMesh Human

As a final check, apply a gradated grid or checker pattern, and check the smoothness of the mapping. UV coordinates are a fundamental part of your generic head model, and you should get them as perfect as possible. This is the final result on our head model which already matches the average human morphology and is now ready to input into an application like FaceGen which will then automate the bulk of the retargeting we will ever need to do—including automated photo-matching.

Generic Head Model
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