Facial Skin Layered
Mapping
Part 2.4 –
Final Touches Before Mapping
Before You Begin
Open the latest version of the model project
file. We’re done with the cube decal so
delete this decal from the model. Select
the FrontSection group and hide the rest.
Open the FrontSectionFlatten action, embed the action, edit the action.
Introduction
We must get rid of any overlapping areas in the
flattened mesh.
- Carefully
look over the flattened FrontSection noting any overlapping mesh. Normally this will only be the ears and
nostrils. You will need to get rid
of an overlapped areas.
- I
can see my nose area is okay which is unusual (Figure 2.4.1). Far more often you get something like
Figure 2.4.2 where the inside nostrils (a) and the sides of the nose (b)
have wound up underneath other mesh.

Figure 2.4.1

Figure 2.4.2
- In
cases like this you must carefully pull points until these areas are
exposed and are not covered by other mesh (Figure 2.4.3). You will get some decal stretching
especially in the compressed inside nostril areas but this is okay as
these areas can’t normally be seen and then they are they will be in
shadows and even if they were not compressing the decals will make them a
darker color which is okay too.

Figure 2.4.3
- The
next most common area and perhaps the hardest are the ears (Figure 2.4.4).

Figure 2.4.4
- The
interior and the outside lobes are underneath other mesh. Again we will not worry to much about
decal stretching except for the patches in front and below of the ears in these
areas you should compare them to the un-flattened mesh in the model window
and try to get the size and shape as close as possible. The ear has many bumps and
indentations. When bumps and
indentations are make flat the area increases so the ear will stretch
out. I first pull the ear out and
rotate it (for the right ear, counterclockwise) then, pull the inside ear
lobes way out so that they are not covered up and I have room to expand
the ear. Then I just start pulling
points and stretching out until I have enough room to put the inner ear
out from under the mesh covering it.
Another thing you should try to do is keep the splines aligned or
arched evenly so that you do not have a spline the snakes all over the
place. After pulling points for a
while I wind up with what is shown in Figure 2.4.5.

Figure 2.4.5
- Once
one ear is done you must do the other ear.
Here is where you really wish that mirror mode or copy/paste
reversed would work for you in an action.
Sadly it will not so you must repeat the tedious process for the
other ear. You should wind up with
something like Figure 2.4.6.

- If
there are other places where the mesh is overlapping, pull points until
these are corrected.
- At
last it is time to begin creating the maps that will give realistic skin
to the models face. Before
proceeding, save the modified action out, re-embed it, save to a new
version and update the revision notes.
Go to Part
2.5 – Final Touches Before Mapping 2