[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [vip] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



File: 1489025911076.png (127 KB, 601x508)
127 KB
127 KB PNG
Tfw too stupid to understand how to UV unwrap things properly in blender. Does anyone else here struggle with this? I love modelling and i love texturing but im just to dumb to make good UV maps that dont have artifacts or bad stretching and none of the video tutorials ive seen have really helped me understand it. I am completely self taught and kicking myself that i didnt go to uni for this stuff. Help please
>>
File: poopoo pipi.png (111 KB, 1064x746)
111 KB
111 KB PNG
the principle is simple, you need to find the boundaries of each thing in your mesh and mark them as seams, then find a path that leads to another boundary and mark it aswell.
very similiar to cylinder unwrap.

step 1 is to apply scale (ctrl+a) then to mark your seams (ctrl+e,mark seam) then hit unwrap (U,unwrap).
the seams in this example are not super accurate but you get the idea
>>
Hey anon, it takes time. Imagine that your model is made of paper, and the goal is to cut it into pieces such that it is able to lie completely flat on a table, no wrinkles or folds. Also, uni is a waste of time and money.
>>
>>555064
I find that imaging the uvs as clothing helps, and placing seams where youd typically find them on clothing is a good start
>>
>>555064
Be patient anon. There are lots of ways to do UV unwrap. Keep practicing on low face count models.
See this for some info, but keep looking for more:
http://www.gamasutra.com/view/feature/130484/uv_mapping_tips_and_tricks.php
>>
>>555064
Unfold3D, nigga.
>>
File: outUV.jpg (724 KB, 1024x1024)
724 KB
724 KB JPG
Don't let the UV's beat you, OP! Don't give up on your dreams!
>>
>>558132

>jaggies
>nothing straightened

Yeah, I don't think you should be giving advice with your shit.
>>
>>558133
you are useless.
>>
File: welp.jpg (174 KB, 1024x1024)
174 KB
174 KB JPG
>>558133
>jaggies

Maya was giving me trabbu when I try to export it with anti-aliasing. Only one part of the UV shows up.

>nothing straightened

Substance Painter 2 doesn't care about that, anon. Even if you want to physically paint something, you can just do it on the mesh and it'll be aligned on the color map.
>>
>>555064
Blender has fantastic UV unwrapping. I've used 3D Coat and believe Blender to be comparable.

Remember that the program WANTS to unwrap correctly. The algorithm is smart, you just need to help it a bat.

Imagine the model is a piece of paper mache, and you need to cut the paper mache to lay it flat.

One VERY important little thing that really can effect your map. Make sure to center the origin of the object and apply the scale (Ctrl+A in object mode). This seems to effect the projection of the map.

You can also hit F6 after the unwrap to adjust the margins (distance between islands).

Keep at it! I remember seeing UVs as this crazy obtuse science. It really ain't shit, it's all hype.
>>
>>555469
you fag
>>
>>555064
>blender
Do I even have to say it?

Never the less, you want to pretend like you're skinning your model and making a rug out of them.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.