Hi
This is something I've been struggling to get right for a while now, so was wondering if anyone can offer advice on how they deal with this.
At the moment, I'm working on finishing off my high poly of Lara Croft. At the moment, I'm trying to work out what the best method is for getting a cotton pattern on the tank top. What I've been doing with things like belts/straps and other leather objects is unwrapping them in Maya and using the Surface/Noise generator in ZBrush, rather than using the default 3D projection. This has worked great so far, however with clothing, it's still an issue. 3D projection will just skew the pattern around the sides, but if I unwrap the mesh, where the seams are, the pattern always continues on a slant around the other side, like so:
This is the kind of cotton pattern I've trying to add with an alpha:
And the unwraps in Maya... I've made sure to add the cuts where seams would be on a real item of clothing - down the sides:
But I'm not sure what the best thing to do would be to get them more neater/straight on the other UV island. And of course, I shouldn't retotate the UV islands to try and get them a bit more aligned as then the shells wouldn't be straight (horizontal or vertical).
At the moment, this is a problem for the high poly, but this is always an issue I run into as well when texturing clothing for the low poly. ^_^;
Does anyone have any tips, advice, or workarounds on how to tackle this?
Thanks
Replies
Okay, thanks for the advice. I'll give that a try.
Another one says 97 at the end.
This is how they're looking at the moment:
And then after relaxing the centre vertices:
I'm not quite sure what you mean by this. Do you mean to select an edge and scale it down so it's straight?
And as to the last thing - Ahhh, yes, I know what you mean now. The Alignment tool.
So : research the topic first, as not doing it could (did) lead you to make incorrect assumptions
And indeed, following a pattern design from a real garment would have solved the issue by itself. An automatic "pelt-style" unwrap gives something quite close to a real sewing pattern.
The extreme angle you are getting is because the unwrap is trying to stick to the surface variations of the model, whereas such an extremely tight tanktop would be made in stretched fabric, like a swimsuit ; and the actual sewing pattern of it would be less extreme than what the automatic pelt unwrap generates.
So overall it's bound to always feel "impossible" : the garment is either very stretched and made of swimsuit material, or it is not so stretched and more loosely worn, made of a patterned brushed cotton.
Female tank top without much stretch :
You need to enable Live Unwrap for pins to have an effect. Take a look at the manual, it's quite a nice feature that I use often!