Hello guys!
I am working on a Baymax Armored model. I want to
post a complete topic of how my workflow has been getting but I want to
do it once completed.
Now, I am getting on a trouble with the UV mapping process.
Basically,
displaying my Uv proportion on a checkerboard texture, I do get
distortion for many meshes of the character (it is divided in different
meshes).
I've been using Maya Uv Tool on the 2016 version and I also tried the UV Bonus tool with no good results.
Is there a way which I can solve out of this?
Is this distortion I have so harmful for my texture displaying?
Thanks for your time guys!
Side view
![Image: https://us.v-cdn.net/5021068/uploads/editor/00/83t0o133stvz.png](https://us.v-cdn.net/5021068/uploads/editor/00/83t0o133stvz.png)
Back View
![Image: https://us.v-cdn.net/5021068/uploads/editor/od/fhr178ar76uk.png](https://us.v-cdn.net/5021068/uploads/editor/od/fhr178ar76uk.png)
Front View
![Image: https://us.v-cdn.net/5021068/uploads/editor/k3/jqpz3ym7ztvx.png](https://us.v-cdn.net/5021068/uploads/editor/k3/jqpz3ym7ztvx.png)
Replies
You are on the way. Do some cuts on edges with sharp angles, and use the legacy Unfold to relax the critical parts of your UV shell.