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:
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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:
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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:
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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:
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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
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.