I just started with learning UV's and at least i'm getting used to the editor in max.
My problem is that i don't know what's the best method is for certain forms, where stretching is ok, where you should straighten your UV's (i'm seeing people straighten their shells most of the time).
This object is part of my gaslamp i'm trying to unwrap. The "unfold strip from loop" method seems to be the best option, but i still get some weirdness in terms of distortion.
Any suggestion what would be the best method here and what function could help to improve?
Replies
If conserving UV space is a priority and you won't be examining the object that closely you're probably fine straightening the shell and having some minor distortion.
If UV space isn't much of a concern but you'll be potentially looking at the asset very closely then minimizing distortion is probably more important.
Do you think i've covered the possible/most suitable options of unwrapping in this case?
Often ill look for natural seams in the texture and split the object into smaller strips to minimise large discrepancies in texel density but that's pretty dependent on what you're making.
The downside to unwrapping it straight is that if you wanted to paint some text over it in photoshop you'd be shafted.
Set Peel mode to Auto-pin moved verts. Then you can use it to massage the shell using an automatic soft selection effect. Then you can use the align horizontal/vertical(set these to hotkeys to massively speed things up) to straighten border edgeloops. remember the reason to straighten border loops is to get a cleaner bake. The aliasing that is visible in the UV editor can transfer to the bake.
Another thing you can do is use the straighten shell tool in combination with relax while preserving border edges.
At last, do you know a good ressource of professionell 3d models/kits with UV's to have a look at to learn one thing or the other? It doesn't necessarily have to be free.
And there is several games you can get the modkit to for free as well. Like Squad is great for looking at weapons and vehicles and characters as well. All of these are right there in the Unreal desktop app -- free.
Aside from that, you can pick up so many freebies from the big 3d sites like turbosquid, etc. Another option -- most of your 3d programs like Zbrush, Marvelous Designer, etc., come with some freebies you can review, and also check out Allegorithmics Substance Share section where you can get some freebies (in addition to materials and textures).
As far as i know the paragon stuff can only be viewed in Unreal Engine, i don't even know how to navigate the program, maybe some day, but definitely neat!
Also, the 'straighten shell' tool doesn't always do the best job. For a piece like I've shown here, peel mode and manual loop straightening is the key. The 'straighten shell' tool also only functions properly with grid surfaces. It is great for simple shells and tube caps/cylinders/etc
And the straightened shell
Yeah the straighten-tool is pretty annoying most of the time, but i didn't know what else to do after pelting, but going to try it your way!
I also just saw that i can pin down certain vertices, that could be useful too.
thanks for your insight!
You mentioned it before and i didn't get it at first. It's great! I'm having a hard time getting rid of the distortion cause by the mesh getting narrower to the top, the checkers are pretty crooked, but i think i can straighten it out manually with the pins to a degree
Unfold strip from loop saves some time!
No, you can export from Unreal. Just google how, it's easy. Worth the effort, I think. It's really reassuring when you look at some professional work, and you see some of the things that, if it were your own work, you might feel insecure about. So professional level work becomes less daunting, and seems more like something you can attain. And, of course, you might realize a way of doing something you hadn't considered as well.
I'm just in awe of how well made this is, big thanks again @BIGTIMEMASTER for encouraging me to give it a shot.