I've read about a collection of techniques and was wondering what you guys use more:
1. relying mainly on automatic unwrapping by strategically using seams
2. use projection unwrapping and welding UV's together
3. using a program such as Unwrella
I'm keen to hear your thoughts!
Replies
RELAX its my best friend when unwrapping.
I tend to pelt map a lot of round surfaces, or curved surfaces. but other than that like above, planar stitch, relax, tweak.
I haven't used any unwrapping programs lately, but they never really worked as well as i wanted from my experience.
I normally sort them into disorganized groups often with just a planar map on the group, making the pieces easy to select by element. Then I unwrap each group and arrange it.
I normally have a pretty good idea of how an object will unwrap before I get down to actually unwrapping it, that in large defines the groups. The type of material also plays into it and if I'm working with another artist or not.
Sometimes I assign material ID's before unwrapping just to make the groups easier to select.
The only other "assist" I use for hard surface UV's is an old maxscript called UV Paint. It's got real limitations though, such as having to convert to editable mesh, then breaking the UV's, before it will work. Once done, I convert back to epoly and weld UVs.
But it's really handy. It lets you literally paint UVs from one poly to the next and it keeps the texel distribution across each poly as you paint. After I use it I'll usually clean it up quite a bit by hand, but it's an awesome starting point for difficult shapes.
I still pack by hand in the end though, and tweak stuff around quite a bit.
I binded the "Planar" button from the unwrap UVW interface combined with a relax iteration on a shortcut. The same can be found in this command:
from textTools
A similar workflow I use with this script:
http://www.renderhjs.net/textools/texTools_internet_images/texTools_1.9_pelt_mapping_preview.gif
(not yet included in TexTools) where I can edge loop select edges and unwrap the associated faces of the edges with a single shortcut.
I only use automatic unwrapping for exploding my UV for the first time so its easier to sort out what belongs together.
Sometimes I do a planar projection of an area to make sure those uvs are exactly the way I want, pin them and then do the pelt mapping so the rest of the uvs move around this area. Then pin some uvs and move them about to adjust the rest of the map.
Often, mainly for mechanical type things, I'll go over most of it and align uvs manually to help with texturing.
no stretching, unison pixel density.
Relax does a good job in Maya or Max of minimizing stretching. I would be highly suspect of any tool that says it can eliminate stretching.
And of course there are the occassional cylindrical/spherical projections - those are rare but useful, although if you have simple cylinders (X sides+single poly top) running the unfold mapping on it gives you a better, quicker unwrap than a cylindrical projection.
the very definition of lscm means that it will try to unwrap a group of polygons with the least amount of stretching, no unwrapping can defy the laws of surfaces.
you point out splits, it does the rest.