So i am making a drum mag for the AKM i made a little bit ago and need help. I have it UVed just the way i and know you need to straighten everything you can to prevent aliasing in the maps but when i do the distortion is horrific... i could use some help to decide which route to go or a link to a video or post that will answer my question.
This is one of the drum mag references i have used to make the model.
This is my current UV unwrap which looks perfect but will cause aliasing. When i straighten all those curves i get horrible distortion like you can see in the next image.
How can i get the best of both worlds? No aliasing and non distorted UVs or do i have to choose one and make the best of the choice.
If i have to choose then which is best?
I plan to put this in Substance Painter and use extremely detailed 2k textures that are multilayered.
Any help would be great. Also let me know if you need more information.
Replies
If you're really concerned about it, you can also just combine these two shells together (also making sure your smooth edges/smoothing groups gets updated accordingly) so you don't get that aforementioned distortion, and are also not left with a hollow circle UV.
Make sure to straighten the rest of those wobbly/curved stick uv's, and also break apart those other 'hollow' circle UV's in your screenshot to maximize your TD
I use Rizom, but not to unwrap, only to pack. I use 3ds max, and i just snip an edge and straighten it (there's auto tools that do that for most cases, otherwise I manually straighten them with a few hotkeys, isn't a big deal) It's possible Rizom has similar tools, if not better. It's a really great package and I would bet they have it. I would also check their discord, they've got active and super helpful staff/people around.
I know how to unwrap at a basic level and know how to do it fluently with 3ds max but the issue im having is i dont know how to cut up those big hollow cirlces. Those 2 hollow circles is a flat area. I dont want a seam in the middle of a flat area that will be in front of the camera in a FPS game.