The first step in good UV layout is to create
a duplicate, "averaged" version of the mesh. This is
a version with potential cavities or overlaps removed
by smoothing out the mesh. Common places to focus on are the ears,
eyes, nose and mouth since these create natural creases and cavities
in the face. We used Maya's "Average Vertices" and "Sculpt
Polygon" tools to achieve this. Once again, it is important
not to add or subtract points or edges at this point.
The head on
the left is the original mesh. In the middle is the "averaged"
mesh.

This is the UV layout achieved through applying a cylindrical
projection map to the averaged mesh.
It is much easier to project
UV co-ordinates onto a smooth mesh. There are a number of different
ways to automatically project UV co-ordinates onto a mesh, but
they are so software specific, that I'll just say that we used
Maya's cylindrical projection and leave it at that.
The aim
in this process is to create a two-dimensional layout of the mesh
where the sizes of the squares on the layout proportionately match
the size of the polygons on the mesh. In places
where the squares on the UV layout are proportionately larger
or smaller than on the mesh, texture "stretching" will
occur.
Once we'd achieved a satisfactory
results, the UV layout of the "averaged" mesh was transferred
back to the original mesh
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