Depending on the mapping
you start with, you may sometimes find that your UV mesh is broken
up in ways that can ruin your final result. In these cases, you
can manually sew UV edges back together.
To map the head to the UV space
- Select the head and select Create
UVs > Cylindrical Mapping.
the head and select Assign Existing Material > checker_pattern.
Notice that because you
started with a cylindrical mapping, the checker pattern on the sides
of the head aren’t warped like in the previous examples. Unfortunately,
if you tumble the camera you can see that the top of the head is
now warped. In this particular case this is preferable and you will
see the reason why later.
If you turn on texture
border display by clicking the Texture Border Display icon
( )in the UV
Texture Editor, and re-examine the top of the helmet, you
can see that a few edges that are not on the line of symmetry are
colored thick blue. This indicates that they are on the border of
the UV mesh and will cause a seam. You can fix this by sewing these
overlapping UV edges together.
To sew UV edges
the helmet and select Edge from
the pop-up menu.
the two thick blue edges at the top of the helmet that are not on
the line of symmetry.
If none of the edges
appear thick blue, click the Texture Border Display icon (
)in the UV
- In the UV Texture Editor,
select Polygons > Sew UV Edges.
The thick blue edges
change to match the other edges.
Notice that after sewing
the UV edges together, the distortion has actually gotten worse.
However, this is only temporary and is fixed when you perform the
To unfold the helmet’s UV mesh
- In the UV Texture Editor, -click
the face mesh and select UV from the
- Select the UVs down the center of the
face starting from the tip of the helmet’s rim to the bottom of
- Select Polygons > Unfold > .
UVs Options window appears.
- Set Pin UVs to Pin
- Click Apply and Close.
The face unfolds evenly across the texture space.