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File: uv.jpg (70 KB, 906x525)
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Guys, as a beginner I love modeling, I love texturing my model, but ... I cant get past the UVs. Please, give me some tips how do I get rid of all those distortions and seams. I tried taking a seam - moving and sewing and then unfolding the UV but after this procedure my UVs look even worse. how this even works... is there any other magical tool, maybe even seperate program that can just save me all my headaches with the UVing or some logical way ot UVing. SOS
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>>648894
it's pretty obvious you don't know jack shit about how UVs are supposed to work.
Lay out a piece of paper with your 3D shape unwrapped.
Draw all over it.
Cut out the shape and fold and glue it together.

Was it easy to draw on?
Was the 3D textured result remotely close to what you expected?
Would it have been easier if you grouped certain polys together and certain polys farther apart?
Did it turn out slightly distorted?

You have to FUCK UP to learn what to FIX.
Come back with a real problem before screaming about not knowing jack shit.
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>>648901
Dude thats the problem, I tried folding those pieces together where the seams are and applying checkers afterwards to check the result but after I group those certain pieces it becomes fucking zebra stripes not checker board.

I really try to understand UVs but everything i see on the tutorials, after I try to apply it on my model it doesnt even match by 1%. Thats why Im confused.. I know that i must recreate a 2d image of my 3d model in the UV editor in order everything to work out nice and smoothly, but whatever I try it doesnt go the way it should. thats what confuses me
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I'm not sure if you have marked any seams by hand? This would give you a better result, your polygons are usually never the same size for hardsurface work either, so your stuff will be super distorted like in your screenshot
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>>648909
What do you mean mark them by hand? On the OPs pic you can see the seams marked with thicker edges
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>>648894
My advice is to start unwrapping uv by view so you get a consistent uv on every sides.
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>>648894
Welcome to hell

>>648910
Judging by the edges that have been marked, it looks like the auto-UV tool did it for him.
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>>648894

You've got a shit-ton of useless edgle loops which is probably not helping for unwrapping.
The corners/edges for those legs could have a simple small bevel on them, with maybe 1 added loop, and in Sub D they'll have plenty of support to be "sharp" enough. Clean up your mesh before unwrapping it'll make your life easier.
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>>648947
This is the answer. You have so many edgeloops that it makes UV wrapping WAY more difficult than it has to be.
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File: UVentus.jpg (140 KB, 1356x702)
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>>648947
>>648998
>>648912

Thanks for the tips anons.I decided to start with more simple unwrapping - linear objects and I will work my way up to the harder unwraps like my table leg ealier. So far pic related is going better (at least in my noobish eyes).
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>>649054
Forgot to post a question.

After I move and sew the seams (there I dont want them) should I unfold the UV shell? Because when I unfold it it sometimes results worse checkers. And... if I dont unfold it the textures will just overlap at some places. So whats the solution here to have non-overlapping textures and not distorted checkers?





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