Hello polycount! I've been trying to practice my modelling recently and have run into a problem in regards to unwrapping. I'm currently making sword and have finished modelling it for the most part. I'm now attempting to unwrap it with pelt mapping but it's not turning out correctly.
This is what my sword looks like:
This is how I defined the seams:
This is the UV after clicking pelt map:
Can someone tell me what I'm doing wrong or how I should go about doing this? Thanks in advance.
Replies
Also, pelt may not work properly if you have floating/detached polygons or elements.
Thanks for your help! That was actually the problem lol. Unfortunately after pelting and relaxing it I get this... thing : http://i.imgur.com/g5etGZb.png?1?6777
Is it worth it to move all the vertices individually to make it look correctly or should I just use planar mapping?
Also, I have another question and I'm not sure if I should ask it here or not. This is what my entire sword looks like: http://i.imgur.com/qZPz0vr.png?1?1496
I'm still really bad at this so I'm wondering if you or someone else knows what the best way to handle this model would be. Should I attach them all together and Unwrap all of them at once, or should I keep them separate and unwrap each individually? I know I can still keep them separate yet unwrap together but then i'd have to make an AO map for each element separately. Which one would you guys recommend?
Peel to unfold, relax to even out the distortion.
Select edges, right click and "break" to set your border seams...don't bother with the actual "seam" tools heh.
But in this case, I'd go with WarrenM's suggestion.
However i will try this peel stuff. thanks for the info Octo.