Hi, i wanted to know more about the fundamentals of uv unwrapping. What is a good uv, does the uv has to be all straight quads?
I tried drawing lines on a character but it came out jagged and distorted. I believe that it is because of my uv.
Please share some of your knowledge,
thanks
Replies
Good UV's utilize all the available space on the texture map.
Good UV's have proper spacing between them (ie: you don't get texture bleeding from one shell to another when the texture is mipmapped)
Good UV's does not add unnecessary smoothing groups to the model (every individual shell is a smoothing group. Hard edges = edge split = double vertices)).
Good UV's does not cause ambient occlusion and normal map artifacts when baking AO and normals.
And on lowpoly/pixel graphics: good UV's are aligned to the horizontal or vertical axis (because painting diagonally gives you anti-aliasing). This is why lines get "jagged" and "distorted" when you work on say, a lowpoly character or object.
Am i right?
Not always though. Sometimes you'll want to shift the seams around to fit details in your mesh. Like for example you might have a bandolier running across a shoulder, so your UV split there would take that into account, and bend around it a bit.
Generally, I try to put UV seams into creases or behind raised details or under arms... out of the way places where errors won't be noticed as much.