Heya
I am modeling a Robot and I am currently doing the unwrap. Since I want to bake a normal map, I separated the polys with hard edges. But now I have a ton of single poly UV Shells that drive me nuts...
Here are images of the high and low and the (obviously unfinished) unwrap.
How'd you go about unwrapping this? Should I just get over it and arrange the pieces as good as possible? Or shall I go back to the low and chamfer some of the 90° edges and smooth the Vertex-normals?
Replies
With a hard-edged model like that you're going to wind up with a fair number of pieces. But you should be able to get the bulk of the mesh done as two strips - one that goes around the outside of the thing, along the direction the cylinder is curved, and one that caps that shape, with a circle on either end.
This script is smart and clever. Thanks to "RenderHjs". http://www.renderhjs.net/textools/
[ame]http://www.youtube.com/watch?v=4J70XVGZdww[/ame]
The steps how I see them are:
Oh and a major reason why your mesh was so nasty was because you had a bad topology. To many double verts on places + I also noticed at least 2 triangle holes not filled proper yet. So I auto- welded the whole mesh inbetween the video to get rid of the double verts. And Voila suddenly the Shells can be relaxed the way they should.
I am just cleaning up the UV so I can post a screenshot of the final UV of how I would have things done.
here is the finished and packed map:
one spot on the model seems to have bad topology,- I haven't looked to deep into it because I am not the modeler of that mesh. But I assume some double faces or double verts are the reason of that.
The other part I marked are the rings that are usually bendy and very nasty but I lined them up using some selection transformations and mainly the rectify button. The new lineup tools helped me there to line up verts of several parallel shells at once.
Will PM you the model later
some spots are tight but mostly it works ok
To defend myself...the original mesh isn't bad . The double or even tripple Vertices were introduced by a Symmetry Modifier I slapped on it before exporting...it seems like the seam wasn't aligned perfectly...or the weld threshold of the Modifier wasn't right...I should have checked the mesh before exporting...where the missing triangles are coming from, I have no idea...maybe from exporting without collapsing the stack...
I noticed that you stitched many edges that are hard in the mesh (I would have done the same if I didn't want to normal map it). Wouldn't I get problems with the normal maps at these edges?