I've got an object that I'm trying to pelt map. It's got an outside seam and several holes within the main shape (which have seams). When I go to pelt it it tries to pelt from one of the inner holes instead of the main outer seam. How do I change this?
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Make sure that you don't have pelt seams on the holes, only along the edge that you want to unwrap from.
I can't seem to remove the seams on the holes afterwards (shown in green). Edit seams + alt+click won't remove them. And if I planar map it, the green seams will still be there too. Any suggestions?
Most of the time I don't even mess with pelt, way too many steps and the results are roughly the same as, do a quick planar, break a few edges and relax. Or just as fast to quick planar a few sections and stitch and relax. For most things I'll normally do a cylinder map and relax.
edit :- typing too slow again :0 , btw I asked the same question some time ago
That is untrue. In the map parameters rollout, uncheck "show map seam," and only have "show seam" checked. Do you have any blue edges now? If not, you need to edit the seams for the pelt map. Enter edge mode for Edit UVWs, then select "Edit Seams" from the Map Parameters rollout. Then click the edges you want to be your pelt seams. This will make blue edges (unlike the green map seams) Make sure there are no blue edges on the holes of the mesh. When this is done, use pelt, and it will pelt from the blue seams, not the green map seams.
This works for me every time.
Here is an image showing what I did and the result. I hope this helps!
Playdo - Try doing Vig's suggestion if that works better for you. I think if you were to post a screenshot of what your seams look like before you do pelt, we could help...something sounds screwy with your process.
I would cylinder unwrap that. With the cylindrical button turned on you can move, scale and rotate the gizmo in the viewport which will update in the editor window. It has a green line that shows you where its going to cut and it should preview the seams.
If the gizmo doesn't really align properly you should be able to get a quick fit by hitting Best Align then fit. When your happy with what you see, turn off cylindrical unwrap and you can go back to editing normally.
Ok my seams went all around the holes and the main seam went around the lip of the shell to separate the front from the back. I separated it off and then removed all the seams from the holes (not shown) so that I'm only left with a blue seam that goes around the lip. As mentioned, as soon as I pelt, the hole seams return and it pelts from the inner hole (shown).
What happens when you select a face and click Exp. Face Sel to Seams, If it selects everything the blue seams are missing or there is a gap in the blue seam that needs to be sealed off.
If it only picks things between the seams, you should be able to pelt.
Vig: I set them up as pelt seams. I should have shown the screen shot with all blue seams. If I select face and exp. face sel to seams, it selects the faces on the back of the shell as expected. If I pelt from that it does as shown above.
If I then remove the blue pelt seams around the holes so that I'm only left with the blue lip seam, and then select all the faces (on the back of the shell) in the UVW window, and then pelt it does the same as above.
Edit: I used Edge Sel To Seams
Ok I got the map flattened out pretty well I think, a small bit of edge clean up needed in the corner. I've been playing about with the relaxing for the last hour or so and not getting the best results. Can someone tell me the best way to relax (I need it:)).
Should I be relaxing by center and keeping the boundary and outer corners fixed? How do I get the ouside shape (silhouette) to be optimised and then the inner holes too? Please be specific. Thanks
nothing to know there (ok you don't have z thats another point) but you just import your mesh, set uv master to use existing uv seams, click unwrap - unwrap done takes less then a second on such a simple mesh, you could send me a copy over and i slap it through uvmaster so you can see how well it will handle that asset
btw don't you have a basemesh you used to create this? if so why didn't you unwrap that?
I do have a base mesh but it doesn't contain the embossed text on the inside of the case, so the geometry on one side is different. It's only the outer geometry that I need to be cleanly uv'd though - so could I still use the base mesh of the textless model for the model with text?
It might also help to break a few edges diagonally through the corner (from the corner toward the center, but not too far in), relax then stitch it back together.
Any plans to down-res it and use floating text? Or maybe subdivide that area locally instead of the whole thing?
Graphite modeling tools has a handy dot ring, dot loop function that helps you select every other edge then its a quick ctrl-remove and half the edges disappear. I agree with Neox it would be much easier to unwrap a lower poly version but for whatever reason if you're stuck try the stuff above.
I didn't know that you could float embossed geometry. I take it there's just a hole behind the floating geo and then the surfaces are just aligned?
You can get some weird shadow issues. Mostly people use this method when baking textures, the angle is almost always straight on so it renders flat. When you bake AO you end up doing two passes sometimes because of the funky shadows. Normal maps don't take shadows into account, only depth and it actually sees the surfaces as perfectly flat unless the edges have a bit of a slope.