LO2: Again with the girl the UVs have to be made in a 2D friendly way and this time I got the UVs in ray form so I had to unravel them and knit them together form scratch. for this I used automatic mapping as this gives the most even UVs and casually knitted the seams together to create UVs that I could read with ease. this process had to be done for all the various objects on her as at this point we have not decided if all the genomarty will be merged or separate for rigging.
LO3: Girl UVs undeited
LO3: UVs edited
LO3: UVs tested with checked texture for ensure there is not stretching- I like to use this type of texture t check the UVs instead of the black and white checkers as these have letters and numbers so u can see if they are bing stretched - with the black and white it is difficult to see if a solid colour is being stretched or not.