Stitch your poly back to place so you know which piece of UV belongs to where.

Press "e" going into raycast edge component mode.

Draw a big regtangle to coverup all of your edges(you may want to go into wire frame mode to avoid some unselectable back face polygon.

Mouse over the object and right click for Tagged Edges popup menu. This time you want to choose "Weld Boundary Points/Edges".

Make sure you set the distance value as 0.001.

Close the window and now in the texture editor you'll see colours around boundarys in the UVs. If the UV is sharing the same edge, they'll have the same colour.

Activate ISL (island selection). Try to find out which piece is belonging to which part of your head, with rotate and translate. you can begin your UV stitching.

2 ways of stitching them together.

Method 1

You may bring them close together as it's shown.

Deactivate ISL simly select the shared points and use Heal on the operation -> Ctrl+Shift+ "Num +" (or go under tools in the texture editor window and straightly choose heal)

Method 2

- Pick your polygon in the view port.

- Choose the UV which is being highlighted in texture editor(will be easlier with ISL turned on)

- Click on Island heal to pick (or hit shift + . )

- Choose the correct piece where it should go. check allow scaling at the operation property window

- It will snape into place automatically

Using the same method to continue stitching them together.

If there has any questions about this tutorial, feel free to drop me an email.

 

Patrick Wong
hapzunglam@yahoo.com

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