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Now lets select the rest of the face. A quick and easy way to do that is to go to Edit and Select Invert.

Now everything else is selected! But that means there are a few things selected that we probably don't want right now. Specifically the insides of the eye sockets and the inside of the mouth. So lets deselect those areas.


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It's probably easier if you turn on "Ignore Backfacing". It's a checkbox option towards the top of the polygon parameters area. If this is checked, your less likely to select or deselect something you don't want to.


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If you have trouble deselecting the mouth faces, try going inside the back of the head. You'll be able to see some of the mouth faces much easier this way.

When you think you've got all of the inner eye and mouth faces deselected zoom back out and look around the whole head to make sure you haven't accidentally deselected some faces on the back of the head or something. Reselect any faces you need to and once you're sure you've got them all apply another UVW Mapping modifier. (click on the Modifier List Drop-Down menu above the modifier stack and scroll way down)

Just like before set Mapping to Cylindrical, and change the algnment until the cylinder is facing up and down.


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Click the button called "Fit" directly under alignment. This will fit the cylinder to the head in this axis. Next expand the + in front of UVW Mapping and select the Gizmo. Now scale the gizmo so that the checkers are squares.


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I often rotate the cylinder a little when I do the actual face. I try to meet the angle of the face a little like the image above.

Next right-click on the UVW Mapping modifier and choose Collapse All. Go back into Polygon select mode and scroll down to the Polygon Properties / Material ID section and set the material ID of the face polys to 9.

Now we need the remaining polys to be selected (the inner eyes and inner mouth). The easiest way I see at this point is to selection inversion (Edit > Select Invert) and then deselect the neck polys manually. This way all that's left are the inner eyes and mouth.

These polys won't really be seen in any sort of clear way so we don't need to pay attention to their maping much. This is mostly just to keep them seperate from the rest of the face.

Click on the Modifier List and scroll down to UVW Mapping. This time we'll stick with a regular Planer map, so you don't need to change anything. Just right-click on UVW Mapping and collapse the stack. Go back into Polygon mode, scroll down, and set the Material ID of these faces to 8.

Now we've setup the mapping the entire face. Next is to lay it out in the unwrapper.

Click on the Modifier List drop-down menu again and this time choose Unwrap UVW.

Extend the + under Unwrap UVW to see the Select Face option. Now below the modifier stack in Selection Parameters find the thing that says Select MatID. Type in 9 and press the button. It selected the face! (Now you see why we set this up! It makes it so much easier to select these things).

Under Parameters click the BIG Edit button. This will open up the Unwrap editor window.

It's sort of a cluttered mess at first and it's hard to figure out what's what - especially with that checkboard texture in the background. There's a small button along the top bar of the Edit UVWs window that looks just like the checkered box we saw in the Material Editor. Click on this button once and it'll turn off the checkboard background image. Now it'll be much easier to see.

Choose the move tool and move the face UVs out of the 1x1 box (that's the square that everything is inside right now. Back over in the Selection Parameters section, type in 10 in the Select MatID box and click the button. Now the neck is selected. Drag it off to the side so that it's not overlapping anything.

And finally select the eye and mouth stuff and pull it off somewhere too.


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Lets deal with the eye and mouth stuff first. The eyes should be identicle to each other. Select one of them and go to Tools > Flip Horizontal. Now move the eye over top of the other one so they are taking up the same mapping space. If you want, you can drag a selection around both eyes and press Ctrl+W to weld them together.

One thing that you have to take into consideration when modeling for games, is texture space. You have a limited amount of space for your textures so you have to be as conservative as possible. Of course, this isn't something you have to worry about at all if you're modeling and texturing just for render or for movies.

Because of the concern for texture space, things that are symmetrical are usually only textured for half of it, and the other half is flipped and overlayed with the first half. Faces are one of the things that are usually cut in half since a face is usually symetrical down the center.

Of course if you want to do something like have a scar on one side, or put little stars over one eye or whatever, then you'll need to keep the whole thing laid out and texture both sides of the face as a whole.

If you have plans for your face to have some asymetrical aspects to it, you may want to keep it as a whole unit, other wise you'll want to do what I"m about to do for the neck. The neck os definetly going to be mirrored as I see absolutely no reason to keep it whole, so I'm going to flip it right off. First select half of the neck, right down the center. We need to break these UVs off before we can flit it, so press Ctrl+D to detatch them at the seam. Next go to Tools > Flip Horizontal, and move it overtop of the other side so that tey line up. Select the whole thing and Ctrl+W to weld the two sides together.

Now the neck takes up half the space it used to. Space that can be used for far more important things.

Next lets focus on the face since it is the most important part. Since the mapping was cylindrical, it left the top of the head all messed up. There are most likely some faces all stretched out and going some weird-which-way that's causing the texture to look all screwy there. There isn't much we can do to fix the stretching because of the nature of flatening 3-dimentional objects, but since this is the top of the head and there will most likely be hair on it, it really won't matter much.

For now we just want to get the UVs a little cleaner then they are right now. If the top of the head has a polygon that's all stretched and stringy, pull it uv by uv to form some retangular shapes. This is what my initial cleanup on the face has resulted in.

The polygons along the very top are veeery stretched, so if I had any important texture information there, it would look very icky. Fortunetly, it's the top of the head and I plan on having hair cover it, so it doesn't bother me.

There are a few areas on the face that overlap that you may want to clean up some. Most specifically the nose area. The nostrils extend out but the uvs are unwrapped flat on from the front of the nose. Because of this any texture applied to the nostril will appear exactly the same on the faces behind it. This can make it difficult to texture around the nose.


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Select the parts of the nose that are being overlapped in the back and try to pull them outwards so that none of the polys are covering others. Try to be as gradual and subtle as possible when distrubing the UVs around the area so as not to create too many distortions.


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when I deselected the eye sockets, I left a small inner rim connected with the face UVs so that I could put in a gradual fade to the redish inner eye socket. This part is also overlapping a lot of the eyelid UVs so I'm shrinking it down into the eye area.

I also needed to pull out some overlapping UVs around the back of the ear, but I don't usually worry about this area too much since you rarely see the back side of the ear anyways.

At this point I've decided that I'm going to prioritize texture space over asymmetry. I'm going to mirror the face over so I can have more room for details on the face itself.

I selecte half of the face, detached it (Ctrl+D) flipped it horizontally, and moved it overtop of the other side.


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