![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdMCI3mm7jublYHkRLG6TfBzkAMuoSVEUnRhDmEY8FMemyw-7UReGrOq3FSFalby8kNnayN8aDBP9nVEoLxDQ-N8Lhhu0RySnMabo0nkHrJaY0_Ah4WIc2-ioooBem1ZYhb2FSyPDLOhU/s320/baked+uv+map+front.jpg)
This is the baked image, front only, once i assigned the material i created in photoshop.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOSU1UONUK-cd9TtFxzMnalcXghUiUfvmtg2tGtV7H-nok4wk1bmEtr5XqOL6o7zHOQ60_Ju5-OaPX2nZQ17zrCY04llNduxMdn3f66PugTfvcZVZYbP2qqU-2sRK0Zn7VDiXkxllj3-o/s320/face+moulding.jpg)
By creating this i transported the face in sections to make sure it was to be correctly accurate in size to my 3d rendered version.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvzozgluqYb5SdQJ19DOcMC9vkBoCVjftoxQOlQM-LKVEJUI-VgWOATJoD1fAAb4l-pcvKqdCr24K2TLeuBNx1XXYPBHQ6Ek9fAakWWnuI4g9W_3NKlkAYHloKlMI1OnTmDymHFHew_h8/s320/facereferencingmapping.jpg)
I knew that this image would work best as using the tutorial helped me, by recommending a fixed camera veiw from all sides.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVd4XoayorG-6ge1zSGbv9JtpfYGW2In1X0luw1uLYEsB-2dvee6py9P01zmu8W3XxE3gTpPro_KMV_DlXCL_nmgtEqYyCTdEmpcnJ-NFF0wZBJLneeJB2STq3boPSMWaXwGNwfsMNGEs/s320/uvsnapshothead.jpg)
the completed UV mapped head without material.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqZEihbu-WhVK2y4Yq1eiIp0pibou9rv8R4NLHT3oVu3XgyThXjjcApj-6XklnFkrEfHYtfWKAeG55Ic1_vmhJB2C__TqD5B6XXqsKDnL3ZZ5bboTPWArYfHYdP60ecvlquE5Z0LpjWsc/s320/uvandrenderveiw.jpg)
A perspective veiw, and side shot in real time, with a render and uv map below. the rendered veiw has no lighting or ambeince assigned to it. The material still has streching points which will be cleared up soon.
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