| Difficult Unwrap |
Jock |
So been working on a few modelling and unwrapping tutorials recently, and decided to give this model a bash, to unwrap myself. Though i'm a bit stuck on whats best do with this object. I thought i'd pelt map it, and therefore cut out the protruding cylinders, and added a seam right down the back, but no misture of pelt and relax gives me anything close to a nice unwrap.
I assume I need to add some additional seams but can anyone direct me as to where?
This is a bit cramped but hopefully gives you an idea of the seams i made:
read 150 times 1/31/2012 3:35:24 PM (last edit: 1/31/2012 3:38:22 PM)
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Garp |
I'd cylinder map independently the main body and the three arms. Then map the seams in a second map channel.
edit: at the unsmoothed level, of course.

read 144 times 1/31/2012 3:38:13 PM (last edit: 1/31/2012 3:39:36 PM)
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Jock |
I understand the first part, but what do you mean by map the seams in a second map channel?
Thanks
read 142 times 1/31/2012 3:39:29 PM (last edit: 1/31/2012 3:39:29 PM)
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Garp |
Though an unwrap set to another map channel (typically #2), grab a loop of polys on each side of a seam and map them (cylindrical or planar plus some manual adjustments) so that it's easy to pint of them.
Render the first UVs (map ch. #1) and use them to paint your map. Apply it and render to texture using map ch. #2. Correct the seams in photoshop. Apply that new map through map ch. #2 and render to texture again, this time with map ch. #1. Copy/paste the seam areas from that last rtt to your very first map. Blend it to get your final map which when applied (with map ch. #1) will show no seam at all!
Confusing, he?

read 134 times 1/31/2012 3:47:14 PM (last edit: 1/31/2012 3:47:58 PM)
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herfst1 |
You can create uvw channels like you can create layers in photoshop.
P.s. I would draw a seam long each protruding cylinder, then it will pelt really easily.
[edit] Garp beat me too it.
read 130 times 1/31/2012 3:49:06 PM (last edit: 1/31/2012 5:27:47 PM)
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Jock |
Yeah I think i get it, and yeah the cylinder worked. Almost all the tutorials have used pelt mapping with the odd planar thrown in so hadnt even thought of the obvious.
The only thing, which I think I covered here before is the fact that if i use pelt, i place the seams, If i use anything else, it seems to place the seams itself, the green ones as opposed to blue.
Though like i said I have a suspicion thats answered in an old thread of mine, so need to do some searching.
Thank Guys.
read 126 times 1/31/2012 3:52:55 PM (last edit: 1/31/2012 3:53:15 PM)
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Garp |
Why would you want to pelt something that is cylindrical? Use the cylinder projection. That way you're sure it's even.
@Jock: In fact you'd need 3 map channels as there are two sets of seams to erase: the ones where the cylinders are cut and the ones between the small cylinders and the big one. Also when rendering to texture, double the resolution. The mapping being different there'll be some stretching.
edit: select the polys making one cylindrical area, apply the cylindrical projection a,d adjust the gizmo. You can move/scale/rotate it as you want. On the resulting UVs You might have a few faces to detach from one side and stitch to the other.
edit2: another way to quickly map a cylindrical surface evenly is to select an edge loop along its length and break it, then select all the faces and unfold (under mapping menu). So if it's at an odd angle you don't have to tweak the cylinder gizmo to align it.

read 126 times 1/31/2012 3:55:09 PM (last edit: 1/31/2012 4:02:13 PM)
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Jock |
Yeah I know cylindrical is the way, I was just being dumb and using pelt automatically without thinking.
read 119 times 1/31/2012 4:01:22 PM (last edit: 1/31/2012 4:01:22 PM)
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Jock |
Worked a treat, thanks garp.
read 101 times 1/31/2012 5:26:01 PM (last edit: 1/31/2012 5:26:01 PM)
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Garp |
You're welcome :)
My comment about using cylinder instead of pelt was addressed to herfst1.

read 87 times 1/31/2012 6:58:47 PM (last edit: 1/31/2012 6:58:47 PM)
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herfst1 |
Yep, figured that. Never thought about the difference between results, I always figured if it's unwrapped with a clean checker pattern, it's unwrapped. Good to know.
read 84 times 1/31/2012 7:05:05 PM (last edit: 1/31/2012 7:05:05 PM)
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