Hello guys!
I am working on a Baymax Armored model. I want to
post a complete topic of how my workflow has been getting but I want to
do it once completed.
Now, I am getting on a trouble with the UV mapping process.
Basically,
displaying my Uv proportion on a checkerboard texture, I do get
distortion for many meshes of the character (it is divided in different
meshes).
I've been using Maya Uv Tool on the 2016 version and I also tried the UV Bonus tool with no good results.
Is there a way which I can solve out of this?
Is this distortion I have so harmful for my texture displaying?
Thanks for your time guys!
Side view
Back View
Front View
Replies
You are on the way. Do some cuts on edges with sharp angles, and use the legacy Unfold to relax the critical parts of your UV shell.