I'm not sure how to explain it, but basically I have a single row of polys(just an extruded plane) thats bordering a low poly catwalk (think upright handrail) that starts and stops and curves a bit.
In Max id just select the polys and then relax and get a straight row of polys in the UVs (or multiple rows since theres breaks in the mesh). But in blender when I unwrap the selected polys and hit relax nothing happens and I can't get them straight.
By straight row I mean
[][][][][][][][][][][][][]
But instead they have a shape similar to the shape in the actual geometry
I'm currently not home but ill be happy to provide pictures later if this is hard to visualize
Thanks!
Replies
In some cases, you can pretty good results by unwrapping using follow active quads or project from view.
But heres an example:
In max I could just relax that in the uv window and get even pixel coverage, how can I do that in blender? It keeps coming out squished
This is stopping me from uving a model
In the viewport the model looks like above:
[-][-][-]
But when I unrwap it in blender it looks like:
[][][][][][] with uneven pixel coverage and the faces are all "squished"
And like I said in max I could just relax "[][][][][][]"
and it would slowly expand into [-][-][-]
And give me even pixel coverage in the uv space
(Ctrl + A, scale)
In Blender there isn't really a lot you can do with UVs after unwrapping
in terms of straightening or even relaxing compared to 3ds Max.
'minimise stretch' doesn't do much, and what it does is usually not what I want at all. You can smooth with the sculpt brush, but is there just a command to relax a selection?
frmdbl: far from it, the alignment (w) menu is quite nice for straightening stuff. I miss a few things from Max/Textools, but the unwrapping's really quite nice as long as you deselect 'keep uv and edit mide in sunc'.
The amount of pixels inside the faces is not proportional to the size of the faces on the real model, so scaling it fixes it a little but not really
I made a similar mesh, unwrapped it, applied a uv checker pattern and the pixel ratio is perfect.
I can't think of what you may have changed,
maybe if you post the .blend we can sort that out.
I think the two you mentioned are the only ones.
The thing about unwrapping in Blender is that it uses LSCM algorithm, so there should be very little distortion by default
(It doesn't work that well with hard surface though).
After unwrapping like I said there isn't really a lot you can do in the UV editor.
Even 'stitch' was added very lately, and up untill the latest release it was pretty much useless cause it stiched all the islands connected to the selected vertex,
(now it's edge based like in max)
The 'w' menu works only per vertex, so you can only straighten a selection of vertices. It's nothing compared to Max's straighten, which sort of gives faces right angles.
What I find extremely useful in B though is 'live unwrap' coupled with pinned vertices.
EDIT:
@frell
I don't know if you understood me properly. I don't mean to scale, but to apply the tranformations(scale in this case).
It's like reseting the Xform in Max.
This is the border of a ship, and the result is after cutting it at the stern and bow and unwrapping...
Sure I can just manually stretch that longer part but I don't understand why it isn't coming out even. If this was a more complex model id be shitting bricks
Heres the area that would take me half a second to get even in Max but I cant get right in blender:
this gives much better results to me.
Other than that, you can use more seams, or 'Smart UV Project" and then stitch the UVs.
The change frmdml suggests makes it a lot better though, strange I never noticed it before!
Where is that setting?
Thanks guys
EDIT: I forgot the picture:
It's under the 3D Views Toolbox (T-key) when you hit unwrap under Method.