Some habits die hard, but I think I've left a lot of long-term approaches to UVW mapping behind and moved on to per-vertex colour shading in Zbrush. It makes sense when you've 3million+ polygons available and it eliminates all map seam problems, but it's an odd change coming from decades of texture mapping on low polygon count models.
Todays test, the shiny headed, stitch faced rObama, is an initial test to get the subdivision level right to see if it would hold the texture at sufficient resolution. The next time this model comes out it will be fully textured and, hopefully, have something resembling expression.







