Facial Skin Layered Mapping

 

Part 2.3  – Flattening: Stretch testing and final adjustments

Before You Begin

Open your project file is needed.  Hide all but the FrontSection group.  Open the flattening action and go to muscle mode.  Zoom to extents ([Shift]z).

 

Download the image below and save it in the models reference folder (note: although we will use this for a decal to test for map stretching, it will not be a permanent part of the model so we do not want to save it in the Maps folder).  To download the image below, click on it and follow instructions.  Rename the image to cube1.

 

Introduction

Now we’ll finish the flattening by testing for map stretching, adjusting the mesh, testing again and so forth until we minimize the stretching.

 

  1. Apply the image you just saved to the FrontSection group you just flattened.  When the decal appears in the action window ignore it for the moment and go to the PWS and expand the new Decal sectrion and adjust the image properties as shown in Figure 2.3.1.

 

 

 

Figure 2.3.1

 

  1. Now position the decal by right clicking on the decal icon and selecting Position and adjust it in the action window until it just covers the flattened mesh (Figure 2.3.2).  You may need to adjust the decals size – be sure to hold down the shift key if you do this so that the decal maintains its aspect ratio.

 

 

 

Figure 2.3.2

 

3. Now switch to the modeling window and go into shaded mode.  Inspect the grid that is projected on to your model from all views.  The squares should remain as close to square as possible.  Looking at mine (Figure 2.3.3) I can see that the face (flattened using the flattened command) looks good – from the front view anyway – but the neck area leaves something to be desired.

 

 

 

 

Figure 2.3.3

 

  1. Looking at the side view (Figure 2.3.4) I can see that the section near the ear is a mess – even though most of this section will likely be covered by hair, this much distortion in the grid is not good and definitely needs to be fixed.  The face area (the most important area) remains acceptable.  The slight dip in the grid below the mouth is a result of a 5 point patch and in most cases you can not fix this.

 

 

 

Figure 2.3.4

 

  1. If you place the image in shaded wire frame you can see which patches are distorting the mesh and need to be adjusted.  Quite a bit of adjusting is sometimes needed.  Often you have a row of patches were the grid is compressed – this means that this row of patches is too wide.  You’ll need to reduce the width of the patches and likely this means moving all the patches on one side over.  Another method of fixing the mesh is to set the modeling window and the action window side by side and, going to wire frame mode, comparing the flattened patches to the model and looking at the relative size and shape of a patch.
  2. Once you made some adjustments you must delete the decal’s stamp and reapply it to see the effect of your adjustments.  Remember, getting it perfect is not worth the time.
  3. Working on my flattened mesh, I wind up with what is shown in Figures 2.3.5, 2.3.6 and 2.3.7.

 

 

 

 

Figure 2.3.5

 

 

 

Figure 2.3.6

 

 

 

 

Figure 2.3.7

 

  1. Notice that the corner of the ear (Figure 2.3.7) is much better though not perfect however it is good enough for this area behind the ear and where it goes under the hair.
  2. Also, in the back there will likely be a lot of distortion (Figure 2.3.8).  This is due to the fact that in the action the end CPs are being bent due to the spline that stretches from end to end.  There is a way around this but for now we’ll leave it.

 

 

 

 

Figure 2.3.8

 

  1. Now you should close the action window, unlock all, save to a new version, save the flattening action to file in the Action folder then, re-embed the action.  To better organize all the actions and keep everything straight, create a subfolder in the Actions folder named Decals – all decal flattening poses will be stored here.  Name the action HeadSkinFrontSectionFlatten.act.
  2. Next hide all but the BackSection group shown in Figure 2.3.9.

 

 

 

Figure 2.3.9

 

  1. Compared to the FrontSection this will be a piece of cake to flatten.  Create a new action and flatten this – using the ‘Flatten’ command on this section may cause excessive decal deformation and you may want to flatten this manually.  In any event be sure to compare the flattened version to the un-flattened  in the model window to check the general size and shape of the patches.  Then repeat the general steps in step 9 above saving the new action to the Decals subfolder you created and naming the new action HeadSkinBackSectionFlatten.act.

 

 

Go to Next: Part 2.4  – Final Touches Before Mapping