6. For a better precission we need to make the squares a little bit smaller. I will tell you how it work in the next step everything you need to know but for now, to make the squares smaller, increase the amount at “Tiling”. I will use 50×50
7. This is where the hard work starts. Why did I said to make the squares smaller ? Well, the objective is to make all the squares equals. Maybe you will say “but the squares are the same over the entire body. Yes, its true but we need to make our uwv easier to texture because if you will look in the “Edit UVWs” window you will see that you have lots of parts and Its almost impossible to apply a good texture on them. First thing that we need to do is to select all those parts, and drag them out from the texturing square :
8. Use the viewport and that small window in the same time. So, lets start : select the same polygons from the face of sackboy. You will see that the polygons are selected in the “Edit UVWs” too. After you have selected the polygons, move them back.
9. Select a polygon who is in the corner of our “shape”, to check it is matching with the viewport. Here, in my case is not matching :
10. To put the uvw in the right position, select the entire shape , then right click on it > Flip Vertical (sometimes you need to flip them horizontaly or even both), but for the moment we need to flip it just vertically.