Pui Pui Entry 11
Been having a lot of fun lately with some boo-boos. Ouch. Good thing
I'm such a smart guy. Save often and use version numbers. Since I've started
this project, I have 12 working MAX files, 6 working 3DS files, and 5
working UVW files. That may be a little too paranoid, but it works.
Before I get into all that, there is something that I would like to clarify.
I am uvw mapping on a seperate model. When I get chunks of it done, I
save the uvw to file, go back to a non-flattened model, then load the
uvw file onto it. There. I feel much better now.
On with my boo-boos.
It all started with a few mishappening Material IDs. The Mat IDs are
how I've been dividing up the model. You know, this colour for this and
that colour for that. Turns out I missed a few faces. :yech:

On the left is the back of his head and underneath. Those two blue faces
making an 'M' shape are supposed to be with the faces above it. I had
to break them out, move them in, weld, and change their ID.
Then I noticed funny things going on under his chin and ear area - this
is on the right. See that blue face surrounded by pink and "pointing"
at the blue? Well, it's not suppossed to be blue. That little bugger and
his mirrored friend were causing all sorts of problems. Max was getting
confused and taking me right along.
Little did I know that that was just the beginning. Ran into more problems
directly under his chin. Ugh!
Let's just say that it hasn't been fun. Switching between files and moving
things around and all that. Welcome to the dark side. Nice place to visit,
but I wouldn't want to live there. Double Ugh!
Left off with speeding up the uvw process. Only two quick things to show.
Here is one of his shoulder pads. His shoulder pads aren't conducive
with any mapping because it curves under a tad bit all the way around.
So I had to find a way to squish the top faces and bring the bottom ones
out while minimizing distortion all the way around.
Lucky for us, Max will allow a modifer on seperate elements. Kudos!

There you have it. Applied some Taper to it and planar mapped it. Taper
did a fine job of squishing the top and bringing out the bottom. See the
gizmo? I could have used some soft selection on verts, but that's too
much hit-or-miss.
Hands and feet!

There's a look at how I blasted the hands and feet for mapping. Some
parts were mapped cylinder and some were mapping planar. Can you guess
which were which?
Now, I don't expect the boots to be a major attraction, so I mirrored
the maps and I also shrunk the bottoms. With mirroring, there is only
one boot wireframe, but it works on both boots. All you have to do is
map them both, flip one set of uvw verts, then weld them on top of each
other. No big deal.
I did get a little lost in the hands. There are some small faces between
his fingers. Nothing too terrible, though.
I also did his head. It was mainly a cylinder map with some hand tweaking.
But I'm not going to show this. (Actually, when exporting the wire for
the head, I noticed something funny and that led to the discovery of another
boo-boo.)
UVW mapping is all done. Wireframes are saved out.
Up next:
Boning and Rigging!
This is yet another artform on this journey, but I'm going to cheat a
little bit. You'll have to wait to find out. Can you stand the suspense?
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