Step 4: Unwrap the Body

The body should go fairly quickly because it includes holes where the head, arms, and legs are attached. This makes it easy to split the body into two halves and Pelt map each side like we did with the hands. The tricky part is to include separate mappings for the added attachments, such as the camera on Hicks' shoulder and the canteen on his hip.

1. Select and isolate the body object. Then apply the Unwrap UVW modifier to the object (see Figure 5.31).

2. Choose the Face subobject mode for the Unwrap UVW modifier, and drag over all the faces that make up the canteen object that's attached to Hicks.

Figure 5.31 The torso object is isolated and ready to unwrap.

Click on the Cylindrical button, and position the Cylindrical gizmo so that it surrounds the canteen object (see Figure 5.32). With the canteen faces selected, choose the Mapping, Unfold mapping option in the Edit UVWs window to unfold the canteen map. Select and drag the canteen UVs away from the rest of the UVs. With the canteen faces still selected, click on the Exp. Face Sel to Pelt Seams button to select the canteen's cap. Unfold this part also, and move it away from the rest of the UVs.

Figure 5.30 The Edit UVWs window shows the packed arm and hand UVs.

Figure 5.32 Apply a Cylindrical mapping to the canteen followed by the unfold mapping method.
Figure 5.33 Select the shoulder camera and unfold map it.

3. Next, select the faces for the camera on Hicks' shoulder, and apply the Cylindrical mapping to this object, along with the unfold mapping. Select the UVs in the Edit UVWs window, and drag them away from the rest of the UVs (see Figure 5.33).

4. The next task is to split the remaining torso object in half. The natural seam to follow runs up the sides and across the shoulders, but first create a seam for the neck, arms, and pelvis. Then run seams up either side using the Point to Point Seam button (see Figure 5.34).

5. Select all the faces on one of the halves, and choose the Pelt mapping button. Then click on the Edit Pelt Map button. Click several times on the Simulate Pelt Pulling button to stretch out the UVs (see Figure 5.35). Close the Pelt Map Parameters dialog box, and click the Pelt button to exit mapping mode. Then drag the UVs off to the side, and separate the border vertices that represent the neck, arm, and waist holes.

Figure 5.34 Seams run under the arms and across the shoulders dividing the torso in halves.

Figure 5.35 The Pelt mapping of one-half of the torso splits the torso into front and back sections.

Figure 5.35 The Pelt mapping of one-half of the torso splits the torso into front and back sections.

6. For the front half of the torso, apply a Planar mapping, and use the Best Align button to line up the mapping gizmo. With the bullets on the front of the torso, this method is preferred to the Pelt mapping (see Figure 5.36). We'll check this mapping with a checkerboard texture before texturing to see how it looks in the next chapter.

Figure 5.36 The Edit UVWs window shows the mapping for the front of the torso.

7. As a final step, select the Tools, Pack UVs command, and adjust any overlapping UVs (see Figure 5.37).

Figure 5.37 After you pack and adjust any overlapping UVs, you're ready to texture the template for the torso.

Figure 5.36 The Edit UVWs window shows the mapping for the front of the torso.

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