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Which method could I use to unwrap a bow?

Hey Polycount! I've been trying to unwrap this bow but nothing that I know of seems to work. I've basically been planar mapping EVERYTHING so far and then welding them together proceeded by TEDIOUSLY moving vertices around until they looked right. The process takes a long time and something tells me it's an incredibly inefficient way of doing this. Not to mention it doesn't even look like it's work for this model.

Here's the model, It's basically a squashed up cylinder: 555dQVO.png?1

xY9GKGq.png?1

The string is easy, all I had to do was box map it. I tried using a cylindrical wrap for the bow, but it doesn't look right. I tried planar mapping each side, but that only works for the front and back side of the bow.

Can anyone suggest a method I could use for unwrapping this? A point in the right direction would be enough. I know about pelt mapping but whenever I try it in any model it never seems to work correctly so I never use it even though it looks like when used correctly it could be very efficient.

Replies

  • ghaztehschmexeh
    I'd create some seams manually down the sides or back and then quick peel/relax (assuming max)
  • Haftoof
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    Haftoof polycounter lvl 4
    Planar mapping option on the bow itself, make sure the plate is facing the right way (along the side of the bow) then split it along the back, pin and unfold from the front? Hmmmm

    I'd like to understand the correct solution and why also.
  • Moosebish
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    Moosebish polycounter lvl 12
    If this were my prop, I'd start by deleting the bottom half. Then select the top, planar map by best angle, cut a seam wherever it would be least noticeable from the camera, and relax it.

    Once its unwrapped, duplicate it, flip it upside down, and weld it back to top. Its a pretty simple, low poly prop, it could be done in a matter of minutes.
  • Bartalon
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    Bartalon polycounter lvl 12
    Haftoof wrote: »
    Planar mapping option on the bow itself, make sure the plate is facing the right way (along the side of the bow) then split it along the back, pin and unfold from the front? Hmmmm

    I would agree this is the fastest method. I made a visual before I noticed you said the same thing. You can still delete half and mirror it afterwards if you want mirrored UVs.

    http://i.imgur.com/2c80fDs.png

    1) Select the faces of the bow excluding the top and bottom caps then planar map
    2) Cut an appropriate seam to allow for unfolding
    3) Smooth UV Tool
  • Parkas
    I'd create some seams manually down the sides or back and then quick peel/relax (assuming max)

    Thanks for the suggestion! I tried doing this method but I was left with this: http://i.imgur.com/bsAfjPU.png?1?8659 I'm not sure if I did something wrong or not.
  • Bartalon
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    Bartalon polycounter lvl 12
    Stupid me, I didn't realize you were using Max. :)
  • Parkas
    Bartalon wrote: »
    Stupid me, I didn't realize you were using Max. :)

    Sorry, I should've specified :poly122: There's probably a way to do the same thing in Max though. Alas, I have not the slightest idea how.
  • Parkas
    Moosebish wrote: »
    If this were my prop, I'd start by deleting the bottom half. Then select the top, planar map by best angle, cut a seam wherever it would be least noticeable from the camera, and relax it.

    Once its unwrapped, duplicate it, flip it upside down, and weld it back to top. Its a pretty simple, low poly prop, it could be done in a matter of minutes.

    Thanks for the suggestion! I tried doing that and this is what I ended up with:

    http://i.imgur.com/c6DAoRW.png?1?6513
  • Mark Dygert
    3dsmax%20Point%20To%20Point%20Seam%20Select.jpg
    In newer versions of max, there is a "point to point edge select" option and with it you can use it to quickly cut in seams on the model and then use relax to quickly relax the whole thing.

    It's like a quick version of pelt mapping.
    1. Planar map the whole object like Haftoof suggested.
    2. In edge mode turn on "point to point edge selection".
    3. Draw your seam on the model in the viewport.
    4. Break the edge selection in the UV editor.
    5. Relax the whole element. Done.
  • Parkas
    In newer versions of max, there is a "point to point edge select" option and with it you can use it to quickly cut in seams on the model and then use relax quickly relax the whole thing.

    Thanks a lot for the suggestion, I think this one turned out the best. you're awesome! Thanks a lot to everyone else for the suggestions also! This is what it looks like: http://i.imgur.com/l1Tqdjz.png?1?5353

    Can anyone tell me if this up to a good enough standard for unwrapping, should I further try improving it before texturing?
  • Mark Dygert
    That looks pretty good, you have some stretching at the ends, you could break a few edges and it will release some of the tension and relax a bit better. But really that depends on how the texture looks, it might be fine the way it is.
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