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:
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.
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I'd like to understand the correct solution and why also.
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.
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
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.
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.
Thanks for the suggestion! I tried doing that and this is what I ended up with:
http://i.imgur.com/c6DAoRW.png?1?6513
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.
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?