Modeling a 3D orc with Lightwave 3D

Chapter 8 - UV Mapping

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Now it's time for teeth, many cylindrical maps on the Y axis.

Teeth UV Map

On now the half head is completely UVed, next step is to mirror the model and the map, choosing which part have to be symmetrical and which no.

The head UV Map

Let's mirror the head and unweld vertexes (ctrl + u), then select polygons of new created half.

Selecting the new created half head

Deselect from UV Map polygons that don't have to be symmetrical (head, gums and teeth), flip U value of selected polygons then move them waiting to sew with other half.

Deselect polygons that don't have to be symmetrical

Now join together UV pieces using again Sew AVG, moving UV maps to cover the major UV area and merge (m) al polygons again.

The completed UV Map

Ok, the head is now finished now create a new spherical map "eyes" for the eyeball (only for the eyeball, not for "eye_vitreous" polygons).

The eyes UV Map

Woahahha the UV are now finished! This is the result on the model.

The result on model

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]