I swear unwrapping is the sole thing that is halting my progression. Anyway, I need a little help. I want to unwrap this simple shape. I've tried multiple ways of approaching it but none of them seem to just work. I think it has to to with where I'm putting my seams.
This is the object:
![halp3.jpg](http://img204.imageshack.us/img204/2546/halp3.jpg)
The blue lines are where the seems are. I then use pelt map to stretch it out, then go into the editor and relax by face angles and setting the amount to 1. It seems to be fine but then when I apply a texture to it, there is very noticeable stretching.
![halpx.jpg](http://img220.imageshack.us/img220/6343/halpx.jpg)
NO matter how straight I align the edges I still get a warped texture on the sides.
![halp2t.jpg](http://img3.imageshack.us/img3/5636/halp2t.jpg)
.
![:( :(](https://polycount.com/plugins/emojiextender/emoji/twitter/frown.png)
:poly127:
Replies
However in this specific case you probably won't notice a bit of distortion in that spot on the model.
In general I would advise against assessing this kind of problem in an abstract way.
It's easy to look at a grid pattern and start panicking over a bit of texture distortion. However once you've got the actual texture on there it may not matter at all.
Also, if your doing any baking on the mesh...its going to look like crap if you dont. The areas with the hard edges are going to come out funny and your probably going to get gradients in your bake. In general, you want have any angle near 90 degrees or more with a hard edge (like you have) and you want those to be seperate uv islands with a little bit of padding between them.
Any advice? I'm tired of being behind this brick wall. :poly122:
You want the high and low be in the exact same spot. That would explain your ray misses... there's no geometry nearby for the rays to pick up.
This is what I'm going for.
I really need to get my textures to a higher quality though. Here is my diffuse and Normal.
I don't want this to turn into a pimpin n previews type thread, but if there is any more advice so far as my UV layout or the textures please let me know!:thumbup:
give it more edge padding!
Not if you've done your texture with layers. I'd at least fill the background with a colour that's not black.
Alternatively with the current way it is constructed you could mirror and repeat a lot of the textures.
I'm not sure if you need to make every side to the table unique either. If you did two sides instead of 4 you'd be given more texture room to work with, and even more if you could find a way to mirror that pattern on the very top.
Edit: I just remembered something also. In general, the more space I have on my UV Layout the larger I can make the UVS, which boost the quality of the texture right? It increases the texel density?
And this is the result. Looks a little better in UDK but not by much.
I feel like the reason the quality of my texture is so low is because of the UVs. I think I can organize my UV's better to allow a better texel density, I'm just not sure how to go about it just from the examples above. = /
Edit: Well I found out how to do it, and I'm able to pack my UV's much better. Credit to Mark But now I'm having this weird glitch. When I scale my UV's it immediately undos it... = /
Edit: Just closed and re-opened Max. It's all good now, will update this thread with the result of the new UV pack soon. Thank you!
I'm using a high res texture off CG Texture's Website. Here is my Mesh with a checkered pattern on it.
The texel density isn't that bad is it?
I have seen that before, not exactly with using 2:1 ratio textures but just in general. if you get that problem again try using freeform scale and hold down control so its uniform scaled.
And this is the result...
I just don't get it, it just looks so bad. Here's a checkered pattern.
Yes when I first saw this object I thought it was something the size of a dining table or a door.
For something that large I'd definitely make it out of smaller repeating bits of textures. Not necessarily tiling - but repeated for sure.
Step 1.
Step 2.
Step 3.
Step 4.
Should I make it even smaller?
The quick way to do this, is to run symmetry twice on your object and flip the gizmo however you need it. This will copy the geometry from one side (including the UV's) to the other.
Or copy one mesh piece that is textured, and clone/snap the geometry where you it's needed to fill out the rest of the object, then weld it all together.
Before running symmetry you might want to recenter your pivot point, (Hierarchy tab > Affect Pivot Only > Center To Object).