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Bounty Ended with 500 reputation awarded by brockmann
added 257 characters in body
Source Link
Rich Sedman
  • 45.2k
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  • 109
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Perhaps something like this would be suitable :

unwrapped

This was achieved manually (but the manipulation of the UV could potentially be automated) from the female base mesh mentioned, using the following steps :

  1. In Edit mode, select the whole mesh and Clear Seams. Mark the back of the head seam as suggested.

seams

  1. In the UV editor, select all and 'unpin' all vertices (the downloaded mesh already included some pinned vertices). Perform a basic 'Unwrap'.

unwrap

  1. In the UV editor, re-position and straighten the island. Select all the bottom row of vertices.

select bottom edge

  1. Scale to zero in the Y axis (SY0Enter). Move and scale them along the bottom edge of the UV space (G and S). 'Pin' them (P).

position bottom edge

  1. Select the left-hand edge. Rotate them so they are close to vertical.

select side and rotate

  1. Scale to zero in the X axis. Position, scale and 'Pin' them in place along the left-hand edge of UV space (as for bottom row).

position and pin side

  1. Repeat on the right-hand vertices.

repeat for right side

  1. Perform another basic 'Unwrap'

re-unwrap

It would be feasible to script some of these actions (so you could potentially select an edge of vertices and then have an operator to automatically position and scale them along an edge).

Note that the 'basic' Unwrap function takes account of the 'pinned' vertices, leaving those in position and unwrapping the mesh with those restricted. However, some of the other unwrap functions (such as Cylinder, Cube, Sphere) ignore the pinned vertices and so cannot be used for this.


EDIT: Removing the 'T' from the forehead and unpinning a few vertices down the edge, then Unwrap again produces this - which looks pretty close to your example :

tweaked unwrap

Perhaps something like this would be suitable :

unwrapped

This was achieved manually (but the manipulation of the UV could potentially be automated) from the female base mesh mentioned, using the following steps :

  1. In Edit mode, select the whole mesh and Clear Seams. Mark the back of the head seam as suggested.

seams

  1. In the UV editor, select all and 'unpin' all vertices (the downloaded mesh already included some pinned vertices). Perform a basic 'Unwrap'.

unwrap

  1. In the UV editor, re-position and straighten the island. Select all the bottom row of vertices.

select bottom edge

  1. Scale to zero in the Y axis (SY0Enter). Move and scale them along the bottom edge of the UV space (G and S). 'Pin' them (P).

position bottom edge

  1. Select the left-hand edge. Rotate them so they are close to vertical.

select side and rotate

  1. Scale to zero in the X axis. Position, scale and 'Pin' them in place along the left-hand edge of UV space (as for bottom row).

position and pin side

  1. Repeat on the right-hand vertices.

repeat for right side

  1. Perform another basic 'Unwrap'

re-unwrap

It would be feasible to script some of these actions (so you could potentially select an edge of vertices and then have an operator to automatically position and scale them along an edge).

Note that the 'basic' Unwrap function takes account of the 'pinned' vertices, leaving those in position and unwrapping the mesh with those restricted. However, some of the other unwrap functions (such as Cylinder, Cube, Sphere) ignore the pinned vertices and so cannot be used for this.

Perhaps something like this would be suitable :

unwrapped

This was achieved manually (but the manipulation of the UV could potentially be automated) from the female base mesh mentioned, using the following steps :

  1. In Edit mode, select the whole mesh and Clear Seams. Mark the back of the head seam as suggested.

seams

  1. In the UV editor, select all and 'unpin' all vertices (the downloaded mesh already included some pinned vertices). Perform a basic 'Unwrap'.

unwrap

  1. In the UV editor, re-position and straighten the island. Select all the bottom row of vertices.

select bottom edge

  1. Scale to zero in the Y axis (SY0Enter). Move and scale them along the bottom edge of the UV space (G and S). 'Pin' them (P).

position bottom edge

  1. Select the left-hand edge. Rotate them so they are close to vertical.

select side and rotate

  1. Scale to zero in the X axis. Position, scale and 'Pin' them in place along the left-hand edge of UV space (as for bottom row).

position and pin side

  1. Repeat on the right-hand vertices.

repeat for right side

  1. Perform another basic 'Unwrap'

re-unwrap

It would be feasible to script some of these actions (so you could potentially select an edge of vertices and then have an operator to automatically position and scale them along an edge).

Note that the 'basic' Unwrap function takes account of the 'pinned' vertices, leaving those in position and unwrapping the mesh with those restricted. However, some of the other unwrap functions (such as Cylinder, Cube, Sphere) ignore the pinned vertices and so cannot be used for this.


EDIT: Removing the 'T' from the forehead and unpinning a few vertices down the edge, then Unwrap again produces this - which looks pretty close to your example :

tweaked unwrap

Bounty Ended with 300 reputation awarded by brockmann
Refine explanation and include images to illustrate
Source Link
Rich Sedman
  • 45.2k
  • 2
  • 109
  • 233

Perhaps something like this would be suitable :

unwrapped

This was achieved manually (but the manipulation of the UV could potentially be automated) from the female base mesh mentioned, using the following steps :

  1. In Edit mode, select the whole mesh and Clear Seams
  2. In the UV editor, select all and 'unpin' all vertices (the downloaded mesh already included some pinned vertices)
  3. Perform a basic 'Unwrap'
  4. In the UV editor, select all the bottom row of vertices. Scale to zero in the Y axis. Move and scale them along the bottom edge of the UV space. 'Pin' them.
  5. Select the left-hand edge. Rotate them so they are close to vertical. Scale to zero in the X axis. Position, scale and 'Pin' them in place alongMark the left-hand edgeback of UV space.
  6. Repeat on the right-hand verticeshead seam as suggested.
  7. Perform another basic 'Unwrap'

Ifseams

  1. In the UV editor, select all and 'unpin' all vertices (the downloaded mesh already included some pinned vertices). Perform a basic 'Unwrap'.

unwrap

  1. In the UV editor, re-position and straighten the island. Select all the bottom row of vertices.

select bottom edge

  1. Scale to zero in the Y axis (SY0Enter). Move and scale them along the bottom edge of the UV space (G and S). 'Pin' them (P).

position bottom edge

  1. Select the left-hand edge. Rotate them so they are close to vertical.

select side and rotate

  1. Scale to zero in the X axis. Position, scale and 'Pin' them in place along the left-hand edge of UV space (as for bottom row).

position and pin side

  1. Repeat on the right-hand vertices.

repeat for right side

  1. Perform another basic 'Unwrap'

re-unwrap

It would be feasible to script some of these areactions (so you could potentially select an edge of vertices and then have an operator to automatically position and scale them along an edge).

Note that the results you're after'basic' Unwrap function takes account of the 'pinned' vertices, I'm sure we could come upleaving those in position and unwrapping the mesh with a waythose restricted. However, some of automating it or making it easierthe other unwrap functions (such as Cylinder, Cube, Sphere) ignore the pinned vertices and so cannot be used for this.

Perhaps something like this would be suitable :

unwrapped

This was achieved manually (but the manipulation of the UV could potentially be automated) from the female base mesh mentioned, using the following steps :

  1. In Edit mode, select the whole mesh and Clear Seams
  2. In the UV editor, select all and 'unpin' all vertices (the downloaded mesh already included some pinned vertices)
  3. Perform a basic 'Unwrap'
  4. In the UV editor, select all the bottom row of vertices. Scale to zero in the Y axis. Move and scale them along the bottom edge of the UV space. 'Pin' them.
  5. Select the left-hand edge. Rotate them so they are close to vertical. Scale to zero in the X axis. Position, scale and 'Pin' them in place along the left-hand edge of UV space.
  6. Repeat on the right-hand vertices.
  7. Perform another basic 'Unwrap'

If these are the results you're after, I'm sure we could come up with a way of automating it or making it easier.

Perhaps something like this would be suitable :

unwrapped

This was achieved manually (but the manipulation of the UV could potentially be automated) from the female base mesh mentioned, using the following steps :

  1. In Edit mode, select the whole mesh and Clear Seams. Mark the back of the head seam as suggested.

seams

  1. In the UV editor, select all and 'unpin' all vertices (the downloaded mesh already included some pinned vertices). Perform a basic 'Unwrap'.

unwrap

  1. In the UV editor, re-position and straighten the island. Select all the bottom row of vertices.

select bottom edge

  1. Scale to zero in the Y axis (SY0Enter). Move and scale them along the bottom edge of the UV space (G and S). 'Pin' them (P).

position bottom edge

  1. Select the left-hand edge. Rotate them so they are close to vertical.

select side and rotate

  1. Scale to zero in the X axis. Position, scale and 'Pin' them in place along the left-hand edge of UV space (as for bottom row).

position and pin side

  1. Repeat on the right-hand vertices.

repeat for right side

  1. Perform another basic 'Unwrap'

re-unwrap

It would be feasible to script some of these actions (so you could potentially select an edge of vertices and then have an operator to automatically position and scale them along an edge).

Note that the 'basic' Unwrap function takes account of the 'pinned' vertices, leaving those in position and unwrapping the mesh with those restricted. However, some of the other unwrap functions (such as Cylinder, Cube, Sphere) ignore the pinned vertices and so cannot be used for this.

Source Link
Rich Sedman
  • 45.2k
  • 2
  • 109
  • 233

Perhaps something like this would be suitable :

unwrapped

This was achieved manually (but the manipulation of the UV could potentially be automated) from the female base mesh mentioned, using the following steps :

  1. In Edit mode, select the whole mesh and Clear Seams
  2. In the UV editor, select all and 'unpin' all vertices (the downloaded mesh already included some pinned vertices)
  3. Perform a basic 'Unwrap'
  4. In the UV editor, select all the bottom row of vertices. Scale to zero in the Y axis. Move and scale them along the bottom edge of the UV space. 'Pin' them.
  5. Select the left-hand edge. Rotate them so they are close to vertical. Scale to zero in the X axis. Position, scale and 'Pin' them in place along the left-hand edge of UV space.
  6. Repeat on the right-hand vertices.
  7. Perform another basic 'Unwrap'

If these are the results you're after, I'm sure we could come up with a way of automating it or making it easier.