Modeling a 3D orc with Lightwave 3D

Chapter 8 - UV Mapping

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I loaded my usual "checker UV Map" (™) to adjust my UV: merge polygons with m and change to "Texture" view mode.

The checker map

Now the main trouble is to eliminate (or reduce) distortion, so let's have a check of the model trying to focus where distortions are:

- eye area: little distortion
- nose-forehead: medium distortion
- under the chin: very high distortion
- superior head: very high distortion

These are the main areas where we'll try to, moving vertexes and not only this, eliminate or reduce distortion. Let's start from nose area. Begin spreading eyelid dragging (ctrl + t) vertexes as shown on image.

Spreading eyelid and nose polygons

Now enlarge a little the UV as seen on image to better fit checker map.

Enlarging UV map

Now focus on mouth area.

Adjusting mouth UV

Other Chapters

- Orc blueprint setting - [1] - Nose modeling - [1] [2] [3] - Mouth modeling - [1] [2] [3] - Eye modeling - [1] [2] [3] [4] - Ear modeling - [1] [2] [3] - Join the pieces - [1] [2] [3] - Teeth modeling - [1] [2] [3] - UV Mapping - [1] [2] [3] [4] [5] - Adding detail - [1]