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UV Mapping Methods?

 
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TwoSheds



Posts: 104
Joined: 03 Sep 2009

PostPosted: Wed Nov 03, 2010 9:31 pm    Post subject: UV Mapping Methods? Reply with quote

I'm just wondering what my fellow UV Layout fans prefer in terms of unwrapping methods?
Do you find it easier to try to unwrap a complex organic mesh as much as possible in one shot?
Or do you prefer to chop it up first into easily managed pieces, unwrap those and then stitch it back together in UV mode?

For a long time I was trying to get as much unwrapped in one shot, spending way too much time in Edit mode, trying to decide on seams, trying to get that split just right, constantly changing my mind. I would get great results eventually, but wasted way too much time that way.
Now I just decide where I want the seams and just start chopping at it and then stitch it back together later in UV mode. The G key is my best friend in UV Layout. Very Happy
And it works a whole lot better and faster that way too. UV Layout can unwrap a complex shape pretty quickly and do a great job of it, but it does an even better job at it when I start stitching together the unwrapped UVs.

Or any other techniques?
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Thu Nov 04, 2010 1:08 am    Post subject: Reply with quote

Yep, that second method is what I use myself.

Maybe a texturing expert can look at a 3D model and know exactly where the seams need to be from the start, but I find it easier to cut the mesh up into a number of chunks first (e.g. limbs, fingers all separated), flatten those to get the least distortion, then start playing with welds and moving seams about to see how many of those I can join together without creating overlaps or adding too much distortion back in.

Phil
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TwoSheds



Posts: 104
Joined: 03 Sep 2009

PostPosted: Thu Nov 04, 2010 1:37 am    Post subject: Reply with quote

It also depends alot on how you go about it, where you want the seams.
I'm currently using Mudbox for painting and I have to say, it seems like it doesn't matter where the seams go, you just can't see 'em. Very Happy

Of course it's a different story when I map for someone that I know will be using Photoshop to plaster image files over it or paint on the 2D UV map. In that case you will have a visible seam somewhere because no matter how good you are you just can't do it in 2D only without some sort of noticeable seam. Unless you just use one flat color. Wink
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Aliastasia



Posts: 28
Joined: 10 May 2010

PostPosted: Thu Dec 23, 2010 5:18 pm    Post subject: Reply with quote

Doesn't that totally depend on how the mesh is built?

Unless you're working with a plane, you're going to have a seam somewhere. I usually look at the mesh and how it's modelled before I decide where to put the seams; an untidy mesh with lots of hidden or overlapping polys will give you more hassle than a clean mesh. If that's the case, I usually cut it up, flatten it, and then stitch. It's the most time consuming, but also the most accurate, in my opinion, no matter whether I am using UVL or Max or Unfold 3D or whatever.
If the mesh is fairly tidy, I just cut a few seams based on what I know about visibility, whether it's going to get a material or a shader, and just take it from there.

/A
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