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unwrapping and using Pelt for the Head 3ds Max

Save your work now before continuing with the next set of steps to unfold the
UVs for the head. You can pick up with the scene file SoldierTexture_v03.max
from the Scenesfolder of the Soldier project downloaded from the book’s web
page to check your work so far or to skip to this point.
For this section, since it is a bit hard to see where to seam, the file has the
Edit UV Editor closed.
The head poses a problem: Each part (helmet, goggles, and mask) is a separate object that was merged together with the head in “Chapter 9: Character Poly Modeling: Part III” and then attached into one editable polygon. That means UV Unwrapping 225 when you look closely at the geometry, there is some object penetration, making it difficult to clearly see some of the areas you need to seam. You will use a subobject visibility technique to control what you are viewing in the following steps:
1. Select the Soldier, and in the Modify panel’s modifier stack, choose
Editable Poly and select Element. Element mode allows you to select
separate objects that are attached together into a single object.
When you do this, you will get the warning shown in Figure 11.15.
Select Yes. Every time you move between the Unwrap UVW modifier and the Editable Poly modifier, you will see this warning; if that
gets annoying, check the Do Not Show This Message Again option.
The warning tells you that any changes you make to that level of the
model will ripple throughout the rest of the stack and may mess up
other parts of your work. Since you are simply using Element mode
to hide parts of the head of the model to make the seaming easier to
see, you need not worry that anything will change.

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FIguRe 11.15 Topology dependency warning
2. Select the helmet, select Poly: Edit aVisibility and click Hide
Unselected. Doing so hides all unselected elements in the model,
leaving the helmet as the only visible object.
3. Exit Element mode by clicking Editable Poly in the modifier stack.
Now go back up to the Unwrap UVW modifier and click Face. Move
down to the Peel rollout and click the Point To Point Seam button.
Following the line in Figure 11.16, create a new seam on the helmet.
4. When the seam has been created, click Editable Poly and select
Element mode in the modifier stack; in the Visibility tab, click the
Unhide All button. Then select the goggles, click the Visibility tab,
and click the Hide Unselected button. Repeat step 3 on the goggles
using Figure 11.17 as your guide for the seams.
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FIguRe 11.16 Create a new seam on the helmet.

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FIguRe 11.17 Goggle guide for the seams
5. Repeat the process individually for the mask, the head, and the
helmet straps, using Hide Unselected to isolate each of the three
elements as you work on them. Then follow the same process as
before to create the seams shown in Figure 11.18 for the face mask,
Figure 11.19 for the head, and Figure 11.20 for the helmet strap.
6. Open UV Editor.

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FIguRe 11.18 Seams for soldier face mask

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FIguRe 11.19 Seams for the soldier head

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FIguRe 11.20 Seams
for the soldier helmet strap

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