I have this simple colt 1911 pistol that i want to unwrap, and its just so confusing how im going to do it. Could someone guide me through the process? Im having heaps of frustration. Im already somewhat familiar with the uv tools, what im looking for is a technique to unwrap such an awkward shape. My main problem is the entire handle lower half of the gun.
I have a whole arsenal of weapons ive created to practice on but i can never get past uv'ing
Replies
start stitching
http://www.mr-chompers.com/tutorial/video/delilah_07_gun_uvs.zip
poop's always had good tutorials. try this one out, and play with max's relax tool. easy stuff.
Next loop select some edges you want to cut or want to define as seams in your UV and break them there (Tools > Break or ctrl + b).
Once you are done with marking all the seams select all faces and go Tools > Releax. Those are the basic ingredients.
If you are using TexTools in 3dsMax the Explode script is a nice start as it explodes the UV faces to shells based on smoothing groups of your model. Once you have your UV's grouped according your smoothing groups it is just a matter of adding additional seams (again mark edges, and hit ctrl + b) and relax them afterwards.
Once you are done defining all the UV islands and relaxing them you can normalize their cluster sizes, again in TexTools just hit and the UV's should get normalized scales among each other.
1. Quick planar map to clear the seams
2. look for surfaces that wont deform poorly when laid out flat and make sense for natural seams. Select and quick planar map to break.
3. If you think to yourself. Self this cant lay out flat then put some cuts in the corners that are pinching. This takes a little while to get an eye for.
4. Roadkill geometric this bad boy. You prolly wont have the pro plugin for max so run the tex tools script for equalizing texels and try relax first. I get the best results with relax by planar angles. I recommend using the stand alone roadkill though. This requires step 4a
4a Export to roadkill. I think someone on these boards wrote an export script. If your islands are already set your basically just running the algorithm at this point. Try toggling the LCSM switch to see what gives you the best results. There is a stretching switch as well. Read the docs to get a feel for it.
5 play island tetris and get it looking nice and tight.
bake and enjoy.
Uvlayout also does a very decent job of auto unwrapping stuff. its not bullet proof but its one hell of a time saver
Quick Demo:
http://screencast.com/t/NzllNDZmOT
[ame]http://www.youtube.com/watch?v=G2q1fF5TuYo[/ame]
Thanks for all the other replies guys.
IronHawk, when i try to get the eye for the corners that need to be split i imagine trying to flatten out a paper model but that still usually doesnt work.
Ill check out textools and roadkill.
Heres what i selected and double checked the seems to make sure it would fold out from above (i drew a quick mini example) But its doing the weirdest thing ever.
edit: 0o roadkill did an excellent job
I think ill continue to use tex tool for selecting and stitching as it produces accurate textures.