Hello,
In Maya, I often use multi-segmented beveled edges but the trouble that I have is when I flatten the UV Shells of the mesh in Headus UVLayout, the faces of the beveled edge come out really tightly packed so that they're not one pixel across even at higher resolution.
Is there an automated way in Headus or Maya to spread out UV's, possibly by assigning some kind of minimum value?
Replies
https://dl.dropboxusercontent.com/u/104089847/BevelExample.obj
What I want to know is if there exists an easy way of spreading the uv edges out from each other, either in Maya or Headus.
The pack feature in headus has a variable input for minimum pixels amount of bleed between different shells. What I want is ideally something kind of like that but for the internal of shells where no face would be less than x amount of pixels across relative to the expected resolution of the map.
So far I spread these uv's out manually but it is a lot of work. Heck, I'd even settle for some kind of brush that just easily spreads uvs apart from each other. Any ideas? I suspect there's probably a script that does something like what I'd like but I really don't know under what terms to search for it.