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head mapping explained (image heavy again)
Say you want to make a head.... Copy and pasting may be the fastest way to go, but say you want a good type of head.

Here's something to think about while in the process of headmaking, how Toribash maps your head texture on it's models.

By my experience, TB uses spherical mapping. To explain this, here's a normal checkerboard pattern mapped into a sphere



Notice the pinching at the top and the lack of any "squares" and "right angles"
An image copy-pasted on plain has this problem

Most of you (I know I do) want perfect 1:1 textures on the head whereever you look at it, without pinching whatsoever.

However, a grid on a sphere

does not look anything like a grid on 2d

(image is a bit big)

In sphere mapping, the lines are not parallel... In fact, like the name suggests, the follow concentric rings. If you compare the normal grid to the sphere grid when placed on a sphere, the spheregrid looks more regular and has minimal pinching at the top and stretching at the sides.

And also notice the proportions of the concentric circles, they look more like squaredoff ovals. This is the key to spheremapping.
Look at the front view


notice that you see perfect circles. The corresponding area in the spheregrid is oval.

An example:
My old avatar pasted on normally appears as


but when constrained to fit the general flow of the grid(uhhh... squashed to fit the oval)


There... I hope that solves some mysteries of spheremapping and Toribash
To better proportioned heads!
...