Home Technical Talk

Help with UV Unwrap round shaped object

tredock
null
Offline / Send Message
tredock null
Hi,

This is my first post on this forum so please tell me if I am doing something wrong.

I am working on a series of round shaped objects, and I have trouble unwrapping them. This is the one I have most doubts I am doing it right.

So, it looks like this:
After several attepts to unwrap it, I got to this:


But I highly doubt this is the way to go.
I have the following concerns:
1. I think the seams are too visible (especially the one on the inclined edge)
2. I think the bottom part, that is not that visible occupies more than the more visible parts.
3. As you can see on the next image, the texture is still a bit stretched on the top lateral part.

Please let me know how you would go about unwrapping this object. I did not post all my previous attempts as they were many.

I feel there is a simpler and logical way to go about it, but I cannot find it.

Thank you very much, and I wish you all a great day.

Replies

  • craigs
    Offline / Send Message
    craigs null
    Best to just relax it all, ideal to avoid stretching on the UVs. The seams - cannot avoid them so place it strategically depending on what sort of object you're modelling and accomodate for them when you go to texture in Substance/Quixel. Some object have natural welding seams or fabric seams so you can put your UV seams there so they're less noticeable.
  • poopipe
    Offline / Send Message
    poopipe grand marshal polycounter
    Um. 

    No. Relaxing the uvs will lead to shitty aliasing artefacts at seams and a load of wasted uv space. 

    Your UVs are pretty solid as they are - except the layout which is pretty inefficient . 

    You could unwrap the ends to strips if you're not planning to lod the asset

    I prefer to map stuff to planes as much as possible as it helps with Lodding and map readability so what you have isn't a far off what I'd do (I'd put the inner bits of the ring inside the outside bits ) 
  • craigs
    Offline / Send Message
    craigs null
    Be careful - the stretching appearing on your model will lead to some nasty looking textures as apparent in the checkerboard texture.. UV efficiency is important but if your textures are stretched then it's certainly not worth it.
  • tredock
    Offline / Send Message
    tredock null
    Thank you for your answers.

    Indeed, if i let the part loose, i see no stretching on the texture:

    But the squares are in multiple directions. But is that OK?

    If i straighten it all up, I get the stretched result as below:


  • Michael Knubben
    I'm with @poopipe, the straightened version is preferably by a long distance. The distortion you see isn't ideal, granted, but it's preferable to the aliased, hard to texture and hard to pack bended shape.
    A higher polycount will help here, but odds are you won't notice when it's properly textured, certainly when you bake a normalmap from a highpoly.
Sign In or Register to comment.