Polygon Mapping

Cylindrical Mapping

 

UV Mapping

There are several ways to map the UV coordinates of a polygonal object: Planar Mapping, Cylindrical Mapping, Spherical Mapping, Automatic Mapping and a combination of the previously mentioned.

Planar Mapping

Polygonal objects can be mapped according to the X-axis, Y-axis, Z-axis and camera angle. Each angle will map the entire object or selected faces according the axis or direction of the planar mapping selection.

Using Planar Mapping > Camera probably of the most useful tools when trying to map selected areas.

Cylindrical Mapping

Spherical Mapping

Polygonal UV mapping strategies

There are no limits to how many UV maps, or projections, you can project onto a polygonal surface. Go nuts with them but remember to delete your history before enveloping the geometry to the skeleton system.

Use some sort of texture area mapping (like a grid or numbering system) to lay out how the surface is UV mapped. Using some sort of mapping system can help you figure out what areas are disconnected, which ones need connecting and how to connect them in some cases.

Try to map regions of the character to object.

When moving the UV sets around in the UV Texture Editor window, try to keep the UV sets near their home areas (arms near the torso UV set, toe near the foot UV set, etc.).

Scaling UV sets can become a major issue if resolution settings are not up to spec. Ideally, all UV sets should be the same scale but that is just an ideal. Texture artists usually leave areas of high detail larger than those of little detail. You have to keep in mind what your goals are with this map. Do you need to see the dirt under the finger nails or just the fact that the character has flesh tones on his hand?