How do I convert this curvy UV into a rectangular one without messing up the UV?
I've seen UV's that are rectangular but look perfect.
Is a there a program that will auto convert the left to the right while still making it look good with a texture over it?
Replies
Also, Max has the straighten selection and unfold strip from loop features.
But really, the results will vary greatly depending on how far the edges deviate from the original relaxed shell.
If this is for in-game purposes then it's only really the UV shell border edges that you should concentrate on straightening. If these are straight and the inner edges are closer to the original relaxed shell then you will have less distortion and still maintain a shell more conducive to packing.
This only works on quads, so if your island has triangles in it you'll have to stitch them in manually.
Here's a copy/paste from my post above explaining why it will/won't work:
The results will vary greatly depending on how far the edges deviate from the original relaxed shell.
If this is for in-game purposes then it's only really the UV shell border edges that you should concentrate on straightening. If these are straight and the inner edges are closer to the original relaxed shell then you will have less distortion and still maintain a shell more conducive to packing.
Unwrap UVW > Reshape Elements rollout > Straighten Selection >
In Max> run Straighten Selection> run Relax by edge angles with 'keep boundary points fixed' checked
In Headus> hit R(rectilinear unwrap)> hit F(relax with edge borders unaffected)
Both will give practically identical results.
You need to weigh whether or not the distortion is worth it to have a nice rectangular unwrap. In most cases, if the distortion is not overly extreme then it is not a huge problem for modern workflows that rely heavily on baking and 3D painting.
Guys, I made a quick tutorial jpeg image file.
You can rapidly create hair cards with perfect UV's, making sure they are rectangular.
Enjoy!
Or stay in Max and:
run Straighten Selection> run Relax by edge angles with 'keep boundary points fixed' checked for exactly the same result.
I tried that and the results were not nearly as good. I may have done it wrong.
Let me try again.
Yea, I'm not sure what I'm doing wrong. I don't think 3d studio max can handle such a complicated task (lol).
I wonder if maya or blender can do the same thing headus can?
My favourite combo is Max/Headus/Zbrush for all unwrapping. So easy with the Headus bridge/GoZ that it might aswell all be in the same software.