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UV Mapping

polycounter lvl 9
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Xpert polycounter lvl 9
OK, so I'm working on a character unwrapping it and all. Then I saw another character made by someone else and its UVs and I was wondering how I could achieve similar results as it. 

This is what the UV looks like - Results I want to achieve

I'd like to know how I can get it to be this squared and not distort the shell


This is what I get when I UV, also same character I just edit the UV to simulate my results and to show difference. 


Replies

  • respawnrt
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    respawnrt polycounter lvl 8
    Hey , this is a slightly different example but you could stop at ~ step 5.
    Your mesh is really more complex than the one in my example and might need additional vertex relaxation in places (like the crotch area).

    An alternate way that i used to do when i had no Peel Mode in Max was to simply use soft selection and move vertices roughly in place than align them (like vertically or horrizontally) and than relaxing the whole island with "Keep Boundary Points Fixed" but nowadays i use only Blender so i'm much more used to this method down.

    Step 1 : Relax uv (you've already done this)
    Step 2 : Pin vertices that you want to roughly align (Pin command under Peel menu)
    Step 3 : Select all the uv's of that island and enter " Peel Mode " (Peel Mode
    command under Peel menu)
    Step 4: Roughly move the vertices by hand to resemble a rectangular shape
    Step 5: Align the pinned ones vertically and horizontally (Align command under Quick transform)
    Step 6: Star pinning the vertices on the 
    sides and align them hor / vert depending
    on the side.
    Step 7: Repeat step 6 for all sides.
  • Xpert
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    Xpert polycounter lvl 9
    Thanks man, this really helped me out a lot. 
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