ZBrushCentral

uv unwrapping (Placement of Seams)

I have a character that I’m trying to unwrap in max2010 using the pelt map feature, but its not going so well. Is there any tutorials on the proper placement of seams when unwrapping a human? I have tried over and over with different variations of seam placements and can not get a good checker pattern reading. I’m getting so frustrated I feel like giving up.:confused: But I’m not a quitter and want to beat this burden, but I need help. Any help, pictures or links would be greatly appreciated.

Attached Is my most recent failure. :rolleyes: It was a done with a combo of pelt mapping and cylindrical mapping. Please Help.
Thanks,
-C

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For a human form, I use pelt mapping through out, but I do it separate groups. (I use Modo to do UV mapping work, so I just discuss generalities here.)

I cut off the head, hands, and feet and do each of these separately. For the head, I tend to have a cut along the hairline and down the back. For hands I usually cut them laterally so that palms and backs are two separate islands. These flatten nicely. For feet, I cut off the soles in a loop and then slit the tops up the back along what is the Achilles tendon.

For the remaining headless, handless, and footless body, I cut along the sides so that it splits into front and back. This means there is a seam that runs from the ankle right up the outside of the leg along the side of the torso, under the armpit down to the wrist; another two seams runs along the neck and down the arms on each side; and a fourth seam runs up the inside of each leg and under the crotch. This splits the body into front-back pieces.

There are other ways of doing this, of course, but as general method, it should give you relatively flat, low-distortion meshes which are relatively easy work with in an image editor.

If you are doing all your texturing in Zbrush, and you don’t mind not having hand-editable maps, you can also try PUV tiles which should give you relatively low-distortion maps.
-K

Kerwin- Thank you for the advice. I have thought about detaching the body part, and mapping each part separately, but have never tried. Once you detach and map do you then reattach the body parts or will that mess things up? I plan on texturing in zbrush/ photoshop.

I would eventually like to rig and animate this character. What do you recommend? Thanks for helping.

In general, you will have seam points at the neck, wrists, ankles, and along the side as I have described. The head, body, hands, and feet will be separate “islands” the UV map so you have to be careful around these edges. With a good 3D paint program (Bodypaint, Zbrush, for example) these seems should present no problems, but when working in a 2D editor like photoshop, you have to be careful not to mess with seams/island edges less you introduce color variances which will expose the seam. Painted masking in photoshop is helpful for protecting these edges so you don’t accidentally overpaint and cause a problem in the seam. These days I do the bulk of my texture in Zbrush and convert the polypaint to texture. If I later need to touch-up away from the seams, I can use Photoshop, or if it requires more extensive map work, I’ll pull a medium-res (about 100-200K polygons) into Bodypaint and do map touch ups there.

For animation, Max, Maya, C4D will all give you decent results. For character animation we mostly use Maya and for game-work, Max. C4D is our motion-graphics workhorse, though some have done some pretty good character animation in it.

-K