Mostly looking to emulate the Make Human unwrap into blender.
I’m wondering if anyone here has poked into the make human content enough to know how the even unwrap was done…
Obviously, in blender, marking seams from UV and re-unwrapping leads to uneaven geometry.
Somehow (and I think it might be a maya or 3dmax feature) the unwrapping for it was done by packing the face to a power of 2 unwap with preserved texel density in only some areas (ei, the scalp is lower texel density then the rest of the face).
Any input on how to achieve such an even unwrap even in Maya or whatever else would be greatly appreciated.