Hey, I have a strange issue I can't seem to figure out on my own.
I recently started using Maya and am trying to unwrap an object of mine. I've been using Max for a while and when I am packing and normalizign the UV's in Max, it actually normalizes their sizes to be in relation to each other... With Maya, it does some sort of resizing, but they are not exact matches, so (and I may be saying this wrong) the texel density is off.
Am I not understanding this or going about this wrong? Here is what it looks like if I normalize the UV's. I realize there are way more islands than there needs to be for this mesh. I'm just trying to wrap my head around the normalize tool not doing what I thought it would.
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Awesome, thanks!
I had to turn Layout into legacy mode from Unfold3D and then turn on world space prescale and it worked. Thanks again!
Ya, it was weird, I tried all the different prescale options in Unfold3D but they all ended up with similar results from my screenshot...
Even after deleting the history and freezing the transforms it is still behaving the same when I use Unforld3D. Here is a screen shot of the layout settings. I've pretty much fiddled with everything in there without success. Do you see anything I have set that might be causing it not to work correctly?
By a disservice I guess I mean, I wouldn't be learning the "right" way of doing it. Do a lot of people use auto unwrap?
As far auto unwrap goes...
It's not going to give you a human readable layout, it won't account for texture reuse and it wont account for LODs.
I often use auto layout as a starting point - mainly to get the whole thing flattened out into clean chunks that I can stitch back together and layout properly.