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[3d Max] Problem with unwrapping UV

Piotrherm
polycounter lvl 2
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Piotrherm polycounter lvl 2
When I unwrap UV of some object (that finally wil be in a game) I usually make such steps:

1. Usually use the tool from TexTools (I still use this script  http://www.renderhjs.net/textools/ ), showed on the picture:


It just allows me (in easy and quickly way) to unwrap uv for some simple object. For instance, after click on the icon, I get sthg like this:


2. After that, I usually use the 'stich' tool to connect  common egdes/sides, to have better orientation in unwrapping, that allows me later easier to create texture, for instance:


3, The problem is, that now, I always have to make small spacies between polygons - to better bake normal map from high poly to low poly.
And I have to do it manually, polygon by polygon:



Is there any automatic way, to do it? this 3rd step?

Or maybe you do it in totally different way? Can you share?
thanks

Replies

  • Eric Chadwick
    Why do you need it laid out in that cross shape, if they aren't actually connected? The first uv layout is a better use of uv space, giving you smaller pixels on the model.
  • huffer
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    huffer interpolator
    This is redundant - you already have the exact layout in step 1, with one click, why are you going to the trouble to stitch them, then separate them, then manually move them, getting yourself in a worse position than at step 1? Stay at step 1, and just rotate the shells so they orient top to bottom, etc.

     If you're baking, you only need to split UV's where you have hard edges; so what I do is first assign smoothing groups, then just add an Unwrap and use the "UV's by smoothing group split" which gets me the UV shells with splits on hard edges in one click. Then I can relax or make more seams as needed; then arrange them efficiently. If you want the reverse, you can first make your UV's, split shells, etc, then use a script (there are some floating around, or use Polyunwrapper) to assign smoothing groups from UV shells, and again, you get matched UV's to hard edges.
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