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UV Mapping Strategies?

phaedarus
polycounter lvl 10
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phaedarus polycounter lvl 10
Hello everyone,

I'm currently UV mapping the side profile of an aircraft to be mirrored later (AH-1W chopper) in Maya and having trouble deciding which strategy to adopt.

One method I have been experimenting with is the use of flat plane mapping from the side and then using the UVunfold tool in Maya's UV window to unfold the UV map. It's a quick and easy solution and makes the test checker pattern look like actual squares. However, it disturbs the "mesh" of the UV map which became evident when I tried drawing out the panel lines for the bump map (a straight line in Photoshop will be wavy) and takes eons to correct. It's doubly worse when working with with text.

The other idea I've thought about is using flat projection mapping for each side of the fuselage to create multiple UV islands and sew them together. This is a bit better for laying out the panel lines on straight but distortion is inevitable on the borders as a result of the islands being sewed which messes up the textile density.

I have read some artists like to use projection painting with Photoshop's 3D module or sculpting/stamping details in Mudbox with geometry that has been automatically unfolded where detailed etching and text is needed. It seems like an intriguing workflow but it doesn't seem to have much versatility when changes need to make be made and I often take advantage of vector tools in PS; so I'm uncertain if this would work for me.

For the moment, it looks like my choices are to use auto-unfold tools to minimize distortion and possibly use 3D painting tools to create straight lines or flat/cylindrical map everything to either sew together or leave as separate islands for super clear lines/text and deal with having many seams.

Any advice on how any of you guys would go about doing this? What methods do you use for things like curvy fuselages?

Thanks.

Replies

  • Phrexeus
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    Phrexeus polycounter lvl 6
    So basically you want to unwrap a model and keep sections straight for panel lines in photoshop, etc?

    Not sure what Maya's unwrap tools are like, but I would try an external program like uvlayout. It lets you straighten and hold certain edges while relaxing the rest of the mesh. So you could make strategic cuts along panel lines (assuming the mesh is lined up with panels) and then straighten and pin them. Uvlayout isn't free though, so not sure if that's an option.

    If it's a high res sub-d type model, you should be able to unwrap at a the base mesh level or 1 up, then subdivide further with little added distortion. Then you have a lower res mesh to deal with while UVing (maybe obvious).

    There are other ways as well but it really depends, will be easier to give advice if you post pictures and refs so we can see what you're going for.
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