How to Map Polygons

You need to change how to map polygons according to how they are deformed.
There are two standard ways to map polygons.


【1】 For parts with fine deformation (deformed with assigning Motion Parameters on the window.)

 For Face (outline), Brows, Eyelashes, mouth, etc.

You need to keep the silhouette for these parts, so map many and detailed polygons to make right outlines.
You should map polygons to be along Bezier curve, as you need to keep their silhouette.


【2】 For parts with rough deformation (deformed with assigning Motion Parameters to a parent Deformer) 

For Hair, pupil, the white of the eye, Nose, Ear, Neck, and Body, etc.

These parts are deformed by Deformer, so detailed polygons are not needed.
Enclose the part and place anchor points evenly.

Many and detailed polygons cause slow running, so create appropriate amount of polygons with referring the samples.


What you should not when mapping polygons.

We have bad examples to map polygons for your reference.

See  What You Should Not When Mapping beforehand.



Examples for parts with fine deformation

■Brows

This is a standard way to map polygons in the Modeler tool.

 [1] Place anchor points like piercing a line in the middle through it. [2] Place anchor points in the upper middle between points made in [1], and link them in a line. [3] Connect other points in a line. [4] Place anchor points in the lower middle between points and link them in a line, as in [2].

■Face

The lower outline of the face from jaw to cheek makes a slight motion of swelling and sinking when the character turns away. So fine deformation is needed.

Whereas the upper outline of the face is usually hidden with bangs or may no Bezier lines around, so rough deformation is recommended.

First, map many polygons around the lower outline of the face to go upwards with decreasing them step by step.

 [1] Place anchor points along inside of the Bezier curve. [2] Place anchor points along outside of the Bezier curve. [3] Connect them in a line.

 [4] Place anchor points and  connect them in a line for the opposite side. [5] Place anchor points along the inside anchor points with wider space in between. [6] Connect them in a line.

 [8] Place anchor points roughly in the middle and upper outside of the face. [9] Connect them in a line.

Eyelash

The lower part of eyelash modifies according to the movement of eye shape, and the upper part of eyelash need to keep its outline preventing part extending. So map many polygons in lower and upper parts for fine deformation, and map roughly for the middle of eyelash.

You may map polygons for mouth same as for eyelash.

 [1] Place anchor points along inside of the outline. [2] Place anchor points along outside of the outline. [3] Connect them in a line. [4] Place anchor points and connect them in a line for upper part.

 [5] Place anchor points in the middle of the image. [6] Connect them in a line. [7] Enclose the rest of anchor points.

 You can map polygons as above depending on the image.Keep it in mind that eyeball may be appeared from extended upper part when the eye is closed.


Examples for parts with rough deformation


You may enclose outside of the image with anchor points and a line and do the same for inside, or place anchor points roughly inside of the image and enclose outside.

 The white of the eye
Eyeball
Ear
Nose

Bangs
Neck

Hair (as seen from the rear)Arm
Skirt

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