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I then clicked on edit to edit the UVW map. I used the range tool to spread out the vertexes and make sure the polygons were all a good shape. I also had to make sure that there was no inverted vertexes. This was very important so I made sure I spend a good long time on this. I found this easier than expected because I thought I would have to individually move each vertex.
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I then had to do the ear. I selected the ear and made a few extra seams as the ear is quite complex and needs to be pulled open. I used the pelt tool for this which came in very useful and unwrapped the ear. I made sure that each vertex was appropriately spaced out. This was quite easy but difficult to set the seams as I did not know where to put them or what they would do as it's the first time I've used this tool.
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I then applied a new unwrap UVW modifier to the poly above the symmetry modifier to unwrap the mirrored side. This was lot simpler to do as I had already unwrapped the first half of the head. I simply mirrored the first half to make the mirrored half. I had to weld the seams together of both of the half's of the face. I thought this would be very easy to do because I've done it many times before. However, when I tried to weld the tool wasn't doing anything. This was very frustrating but I managed to use the target weld tool instead which worked really well.
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The image below shows how the unwrapped UVW map looks like. I had to render it because I would need to use this as a template in Photoshop to create the material for the skin and face.
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