UV-Mapping a Humanoid Figure, Part 2.

Return to AutoUV (Body->UVMapping). I Choose View->Show/Hide Background Image to hide the checkerboard in the AutoUV window and get a better view on the charts.

I move all charts beside the parts of the body, arms and legs out of the way. Now I rotate and move these charts to a pattern like the next picture.

On the chart from the back, I select the central edge loop and a horizontal loop just under the arms. Using "cut" from the context menu, I cut the back in four charts that can be arranged like on the next picture.

I cut the front, too, on the central edge loop.

The next step is to move, scale and rotate the vertices of the charts to get the parts to fit and the pattern as regular as possible. When the checkers are too big on the model, they need more space on the map, when they are too small on the model, the area on the map should be sized down. One only needs to work on one side of the model; in this case I used the right. Try to optimize both the size and the direction of the pattern. Most useful is the move command with the magnet option. This task will get much easier when the generous developers of Wings3d add the magnet option to scale and rotate. I try to keep the central edge loop as straight as possible.

The main things I did: I resized the back and fit it to the adjacent charts. I moved the breast up and to the right and scaled it up. Then I fixed up the gaps between the charts. It doesn't have to be perfect in this stage.

After some tweaking, it is a good idea to choose Remap->Stretch Optimization for each chart.

When the charts look Ok, I select the edges where they join and stitch them together. I did another Stretch Optimization for the resulting big chart.

To the next part.