Hey guys,
i finished my first model,
the only thing that needs to be done is texturing.
But i stuck with UV Unwrapping and I need your help.
![mace_1oz36.png](http://www.abload.de/img/mace_1oz36.png)
![mace_2gb23.png](http://www.abload.de/img/mace_2gb23.png)
![mace_uvoy5a.png](http://www.abload.de/img/mace_uvoy5a.png)
I tried several times to get a clean unwrap but i don't get it.
Searched for some tutorials but still stupid
![:/ :/](https://polycount.com/plugins/emojiextender/emoji/twitter/confused.png)
How should i proceed and how would you unwrap this?
Replies
I'm totally unexperienced with UV Unwrapping, i have no idea what a good UV is or not.
The Link is pretty good kat! Thanks, will try it today.
This UV Layout is the raw one, unchanged by me.
The only thing changed is the size that is averaged automatically by blender,
but what didn't change the scale of the big parts.
Those red lines in wireframe mark where blender cuts for UV Unwrapping,
for people who don't know blender, i need to set them by hand.
I'm kinda confused because almost everything is stretched but isn't showed
in the UV Editor.
I asked myself now if there is a way to keep the overall size but reducing
the stretch so that no distortion rests.
Btw, the tutorial from BlenderCookie is nice but his model is more complex
and his UV Map is almost done without work :poly122:
I just don't understand why the UV of my model is so distorted, it's even simplier.
and structured like it should be. The only problem i have is the stretching again -.-
I tried your method snowfly but it didn't solve it.
The promised progress, the enhanced UV Layout and the "new" mace.
*Have a UV editor and 3d window visible side by side.
*In the UV editor make sure that "live transform" or something similar is enabled. This will cause any change in the UV editor to be visible in the 3d window on the fly.
*in the UV editor select the part with stretching, press S to scale, press Y to limit scaling along the vertical axis. Scale until you feel there is no more stretching shown in the 3d window.
I added some loops and the stretching was almost completely gone.
Tweaking manually is not an option it's necessary :P
No i tweak it by hand and it looks pretty good now
That's how it looks now.
Alas i'm not experienced with photoshop.
The next things i will do are making the other maps necessary for the model
and in the end i will redo everything properly and perhaps looking good :P
finished the mace so far.
But now i make a high poly sword.
I don't know how i could make the uv without wasting almost 512x256 pixel.
Should i seperate parts of the blade?
greetz
Endzeit