Hello,
I've started 3d modelling a few months ago, while I've improved UVing still remains one of the biggest mystery to me.
So I have a few basic questions
- Is it neccessary to use a software dedicated to uv unwrapping (such as headus Uvlayout) or is blender enough?
- Do I need to make as few uv islands as possible? if so how much stretching can I allow? or is it possible to have only a few (or even one) islands with no stretch?
- How would you unwrap this mesh? and is my unwrap for it correct?
When unwrapping a mesh with a face inserted and extruded in it is it okay to make it a different island to not have stretching?
Thank you for reading
Replies
https://docs.google.com/document/d/1Rpcce7iIv3s7z8n3_UL1--08Htgb_m5umrfq2wg_XKY/mobilebasic#
But some of my questions remains
Is making many islands ok? for exemple on my last screenshot is making the UV 2 islands ok? or should I try to keep it as one
And is blender good enough for UVs unwrapping? the lack of a relax tool for exemple is extremly annoying
I've unwrapped in all the main packages: Max, Modo, Maya, Blender 2.80, Headus, and I'm currently using Rizom, and I'm sorry to say that Blender's UV workflow/features is the worst imo.
If you're just learning then stick with Blender to learn the basics. You might actually grow to like it. There are a few good addons to make life easier. Textools is a must. UVpackmaster. MagicUV.
There is a great addon called UV Highlight that sorts out the frustrating native workflow but it isn't ported to 2.80 and I've never used 2.79.
https://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts