So I'm getting my feet wet skinning and one question I keep running into, but keep having to shrug and push on over, is one of scale in my UV Layouts. First off it drives me crazy when I unwrap a set of objects and their shapes aren't kept to a constant size. The shapes that come over bear no sane resemblance to the ridged structures I'm putting together. Is there any way to correct for this?
If there isnt a way to correct for it how do you account for it when you're laying out your UVs? How do you ensure that there's a correct scale from one UV map on one model to the next, especially if you're making a bunch that use roughly the same textures?
Replies
and the checker board is always good, can let you see scale differences, and makes stretching very obvious.
also, if you make a new image in the UV editor in blender, than press N to bring up options, you can choose between 2 different styles of checker grids, that blender genrates just for this purpose.
Thanks for the tip, getting everything scaled has been much easier. Also I think I understand what you're talking about with the scale for importance. You need to make sure that the scale is done on powers of 2 to make it work the best right? Like if you're working on a purely square object, and have have eight checkers on a piece that's important, you'll want 4 checkers pieces that aren't. That way the scale down is as clean as possible. Something like that...
That could be a garbage assumption though.
@Passerby:
YES! That auto scale was exactly what I was looking for! You just saved me a huge amount of time and headache. Thank you so much!
@JamesWild:
Hey that's also a good idea. I'll try that out.
I'm pretty sure I'm doing it wrong in other words.
A strong use of the average islands tool is next, though I'm already suspecting after a few cursory uses it's not the tool I'm expecting it was.
Is a checker, has circles on it, as we are better recognizing circular shapes and has a 1px checker on top showing you, your pixeldensity
Update: Neox's grid just solved one of my problems almost instantly. The circles combined with the granularity do provide a scale of feedback that the checkers simply weren't. Thanks a bunch dude!
http://www.anthonycabula.com/wp-content/uploads/2011/02/CHECKERS-5.jpg
oh also a nice one! though i think it has too much contrast - but these days we don't tend to waste as much time unwrapping as years back, when i did the first version of mine. 8 years back it almost took longer unwrapping than modelling and texturing, and everything with a high contrast would just hurt the eyes when staring at it for hours :X