Facial Skin Layered
Mapping
Part 2.1 – Flattening: Preparation and the
Flatten command
Before You Begin
You should save to a new version backing up the
work you did in part 1 and update the revision notes in the Model Control EXCEL
file. When saving to a new version it is
strongly recommend that you take the following steps to insure against latent model
corruption:
a) Save the project file which should have the
model embedded in it.
b) Save
the model to a new version. When the
file dialog box opens increment the version number in the file name (the model version
number should be the same as the project version number thus indicating that it
came from this version of the project file).
Click on ‘Save’.
c) Do
Project->New. DO NOT SAVE.
d) Open
the version of the model you just saved.
e) Embed
the model into the project file.
f)
Save the project file. When the file dialog box opens just select
the last project file you saved thus putting that name into the filename entry
field, then modify the filename by incrementing the version number. Click on ‘Save’.
Note: These instructions are for a Windows PC.
Introduction
Flattening is the hardest most tedious part of
mapping. You flatten the mesh so the maps
will lay flat and not deform or stretch.
The problem is map stretching that occurs when the patches change shape
during flattening. A:M
has two tools to help with this: the ‘Flatten’ command and UV Mapping. I do not recommend UV mapping as it is currently
implemented in AM: it tends to stretch the patches near the edges; it’s very
hard to adjust the mesh (and it always needs adjusting); if you have to redo
the maps or the decal (and you almost always do) it is very time consuming and
many times its easier to just start from scratch; it only works for front
facing mesh. Physically flattening the
mesh is simply quicker, easier and more flexible. The ‘Flatten’ command does a very good job
but can not be used effectively for meshes that wrap around as our neck area
does.
It is possible to get rid of almost all stretching
however; I’ve found that you reach a point of diminishing returns. That is, the last little bit takes so long to
do and there is really very little gain.
We’ll use the flatten command which does a really
good job of eliminating stretching on the most important face areas. Then, for the neck which wraps around, we’ll
do some manual flattening. Then we will
use a method that will show us any stretching that will occur and attempt to
bring these areas to a acceptable level.
- The
mesh must be split somewhere in order to flatten it and the best place is
back of the neck. In looking at
this I see the center section is a bit to
wide. I also notice that two of the
hooks will cross the hair line and this can cause problems – Figure 2.1.

Figure 2.1
- To
prepare the back of the neck for splitting and get rid of the hooks that
might cause problems I simply extend the hooks down – Figure 2.2. After doing this I add the new CPs to all the groups that need them
including Head, Head Skin and SkinMapArea.

Figure 2.2
- Now
I create the groups to flatten and apply decals to: FrontSection
– Figure 2.3 and BackSection – Figure 2.4.

Figure 2.3

Figure 2.4
- To
begin flattening the FrontSection, select it and
hide everything else. The face and
front neck areas will respond to A:M’s
flatten command well so these are selected, the unnamed group is named tempFrontSectionOne and then the rest of FrontSection is locked – Figure 2.5.

Figure 2.5
- Open
new action and name it FrontSectionFlatten and
go to muscle mode and select all the unlocked mesh.
- Press
‘n’ to expose the pivot point, go to the side view and grab the green
pivot translate point and rotate it so that it points towards the back of
the head. Now grab the center of
the pivot point and move it left until it is just behind the unlocked
section of the mesh.
- Go
to a side view, right click and select flatten. You should wind up with something that
looks like the mesh shown in the right window of figure below in figure
2.7. With the unlocked mesh still
selected hit ‘h’ to temporarily hide all but the newly flattened mesh.
- Patches
will sometimes lose their shape or relative size when the flatten command
is used. If you have the modeling
window still open in the background, doing <Alt>v will place the
windows next to each other and you can compare the flattened patches with
the un-flattened ones. Think twice
about making any adjustments here as sometime flatten does a very good job
but if you see any obvious deformation, carefully correct it. I need to make the patches in the neck
area thinner -- Figure 2.6.

Figure 2.6
- After
carefully adjusting any obvious patch distortions, save and then unhide
and unlock all.
- Now
the rest of the FrontSection must be
flattened. Select the FrontSection and hide the rest then select the TmpFrontSectionOne group, invert the selection to
select the as yet un-flattened portion of the mesh then lock the flattened
section. You should wind up with
something like Figure 2.7.

Figure 2.7
- We want to preserve the flattening we’ve
just done and be able to fall back to this if we totally screw up the
manual flattening we are about to do so, save to a new version at this point
and update the revision notes.
Next -- Part 2.2 – Flattening: Manual Flatten
Techniques