
Hi, i was playing with the UV editor of CS 3 and discovered something very useful :-) . I'm still new to it, so maybe you already know the trick that follows ... In the case of this dragon, it may be hard to UV map it . Usually sperical mapping works well for heads, but this one's not human and spherical mapping would lead to major distortions . So planar mapping on the profile axis is the solution, but creates distortion in the area of the seam, in the middle line of the head . Here's the trick i've found : 1 - i've selected the middle line and scaled it up a bit . 2 - i've edited the UV, selecting planar mapping on the profile axis : X . 3 - Here's the trick . Once the UVmapping is done, back in the vertex modeller, i've been able to undo the changes i've made to the middle line while keeping the UV mapping i've made . This technique makes UV mapping in Carrara more interesting than i first thought and i got the feeling it will often prevent me from moving vertices one by one in the UV editor :-) . The result, even though it's not perfect, shows that distortion is very reasonable, and this was done very fast ! Ha, just in case you're wondering, this is not the final texturing, only a snake skin procedural shader . litst