Hi
This is something I've had problems with for a while now. It was great when I discovered the Unitize tool under Modify, in Maya's UV Editor, as it allowed to more easily keep curved strips nice and straight. However, when it comes to thin edges of a mesh that are at 90 degree angles, the UV strips are incredibly tiny/thin. They're scaled so they fit within the UV grid, but their width can be soooo thin, which doesn't translate to a clean bake. Some of these edges, especially for hard-surface stuff, can't be bevelled either and therefore need to have separate UV islands.
I figured I'd try experimenting and just scale them outwards, so they're thicker. This does result in distortion obviously, but I figure it doesn't matter too much with Substance Painter...? Or am I wrong? Either way, after baking, I can't say I've seen any improvement. :-\
I was just wondering what everyone else does in these situations? I mean, for a straight strip that runs across with no turns/corners, it seems a bit pointless to cut it up into smaller pieces, right...? Or should I widen them out more in order to fill up more of the UV space so it becomes like this...?
I mean, I guess it's come out cleaner... Apart from the texel density/quality of the body... Though this is all just a test separate from my main file.
Thanks
Replies
Without more context on what this is for, here's how I would do it:
Remove the loops I've scratched out in red (optional, you probably don't need them in the low poly mesh), add edges on the green dotted lines. Make the highlighted edge the seam. Soften everything (optional on the seam).
Scaling the island probably won't help that much since the issue is ray projection causing the wavy line in the bake. See this thread for the technical details
When you say 'make the highlighted edge the seam', do you mean that centre dark green line? If so, I take it's essentially a case of cutting the strip in half...? And re-enforcing the hard edges with support loops?
What is this thing? How big is it on screen?
If I were building this, I'd try to keep the seams between the 'plates' of the mech body. I typically put hard edges in where required for Maya's smooth shading to look ok (this is a pretty good indicator of how much work your normal map will have to do), so the process would be a combination of those considerations. I would probably bevel the convex panel edges because I wouldn't want seams there.
Just practice and experiment - you'll learn so much more that way than listening to me telling you how to do it.