|  | 
         
          |  |  
         
          | UV mapping 
            of only Wings 3D It is efficient when UV mapping and control of a polygon can be done 
            with the same tool. I couldn't do UV mapping with Wings 3D well till 
            now. But, it was discovered when that was possible when the "Snap 
            Image Mode" was used.
 *Used version 0.98.17g
 
 Non Photo Realistic Texture
 I make texture by vector drawing tool. It can cope with a non-continuous 
            UV. When it is this condition, an advanced function is unnecessary 
            at editing UV coordinates. And a low data rate as to the high resolution. 
            (Reducing file size is easy)
 
 Low-polygon model
 It is the factor which makes work concise that the number of polygons 
            is low, too. But, it thinks that this method is convenient even for 
            the high resolution polygon model. (Probably)
 
 Result 
            sample
 | Details Preparatin
 First, you should plan a texture apply faces. Then, one dummy texture 
            file is imported twice. Two kinds of texture are being used for the 
            head in the upper figure.
 
 Generate UVs
 "Snap Image" is chosen in Snap Image Mode. The "New" 
            material which has a UV coordinates is made. And, that has texture, 
            too. "New" material manages texture and faces and UVs.
 *It gets confused when a snap does a face (another material) except 
            for the plan. Apply material carefully at a stage of preparation.
 *As for the face of the material which doesn't have UV, it can't be 
            applied to the "New" material. Wings 3D crashes with AutoUV. 
            (I experience it with ver0.98.17g)
 
 Exchange
 Choose UVmap image in the outliner window, and export it. Made texture 
            is imported and drag and drop to material in the outliner window. 
            (Texture type is Diffuse)
 |  
 
         
          |  |  
         
          | Limitation UV mapping to the symmetrical object is presumed. When it isn't symmetrical, 
            it thinks that the control of the distance and the angle is difficult. 
            In that case, fix a camera, and turn an object. (Not test)
 
 Camera angle which I chose
 See an upper figure. An angle "B" is important. This may 
            be the front in usual. This is the best angle in the range that I 
            tried. This was chosen because there was the least distortion to draw 
            a curve. Furthermore, it was necessary that a curve could be drawn 
            continuously, too. Try to look for the angle which is the most suitable 
            for the purpose.
 | The model 
            of the head This example is the same as the model of "Low-Poly 
            Modeling Tutorial". The angle and faces which is different 
            when other models are used is necessary.
 
 Details of angle and faces
 
 
               
                |  | An interactive viewer (160KB) *Requirement : AXEL & FLASH Player
 *Not test MacOS
 |  |  
 
         
          |  |  
         
          | UVmap Refer to this position when you do a snap image with a Snap Image 
            Mode. Be careful with the control of the camera. I'm using "Mirai" 
            in the camera mode.
 *Use orthogonal view
 
 AutoUV
 A UVmap (Edge line image) is made by AutoUV. Move to the AutoUV mode 
            every time you quit the Snap Image Mode. at concrete process is explained 
            in the next chapter.
 
 | Camera 
            control (UV mapping theory) UVmap "face"
 High details texture area (gradation) is expanded. Low details texture 
            area (single color) is small. Same detailes texture area takes the 
            same size. (If possible)
 UVmap "hair"
 A zoom is fixed. A hot key Z, Shift+Z, X and Y are used. Track with 
            arrow key. Object rotated at "R". It is arranged in accordance 
            with other size at "P".
 |  
 
         
          |  |  
         
          | Combination UVmap can't be made only by the Snap Image Mode.
 It is surely used with AutoUV. UV coordinates information is made 
            an image (UVmap) by the operation of AutoUV. In other words, it is 
            when "Save UV Coordinates and Texture" is chosen at the 
            time of the quit of AutoUV. Then, that can be seen when the next Snap 
            Image Mode is used.
 
 | Editing 
            UVmap For example a position on the face of the nose is edited with AutoUV 
            as the upper figure. Refresh texture if an image becomes dirty with 
            the change of the arrangement. Then, make UVmap by the latest UV coordinates.
 |  
 
         
          | How do 
            you like it? It isn't difficult if it tries several times. Enjoy it! :)
 
 | Some 
			news Saved Views (ver0.98.22) g r e a t ! :)
 Snap Image workflow improved (ver0.98.21)
 AutoUV restored the Scale command. (ver0.98.20a)
 * Use "Create Texture" for saving UV map.
 Added new command to Snap Image Mode. (ver0.98.19c)
 -Scale Snap Image, Move Snap Image
 *With TAB Key
 |  
 
         
          | Wrapping 
            angles Though it isn't actually trying, the control of the camera will be 
            easy. But, the choice of the face may be difficult. Do you try?
 
 | Sampling 
            angles The average angle of some faces's normal can be extracted. (Probably 
            ) Try some times, and grasp a point.
 |  |