I think you should keep your UV unfold the way it is, you've got optimized pixel resolution through your entire model, if you unfold the way that cylinder is, you'll get a super high resolution and weird deformations on the top of the bell and shrinked pixels at the bottom...
tnx eric / i watched them before . this is my 2 piece of strip. you can see unfold for left do the job correctly but for right piece it dont perfectly strait it. in 3ds max do the job for both of them with one click by unfold strip from loop
Unfold in Maya is very similar to relax in max, you need to adjust the slider between face and edge to get the best results. Pinning or unselecting some uvs will improve your results too. I always felt like I got better results with unfold than relax.
I don't know what 'cylindrical map' is or where to find it, but if you're talking about general Unfold UV menu this doesn't work http://prntscr.com/905eys There's no option under the UV menu for 'cylindrical map' http://prntscr.com/905gtc the 'cylinderical' option doesn't have anything in it related to unfolding.
Hi This issue has been a reoccuring problem that I've not been able to figure out and was wondering if someone could help me? For a clothing asset I've made, I've followed this workflow on getting clean topology and UVs from Marvelous Designer to Maya/ZBrush…
In Zbrush with GoZ you can always send your mesh back to your 3D app and unfold it there, or even use the UV Master tools to unfold it right in Zbrush when you need to. As many people said, yes having UVs on your low can be useful for quite a few things, but not really necessary.
Why oh why do you have to stick to the bottom left corner... 90% of the time I use unfold unwrap, one vert will ALWAYS stick and won't be selectable... is there any other way to fix/avoid this other than collapse the stack and drop in a new unwrap modifier? Seems to happen all the time only when I use unfold on any type of…
I always have trouble with uving with good texel density so how do i map uv of different object with correct texel density without combining them i know when i combine them and unfold the TD will be correct but if i unfold them without combining the TD is bad i want seperate objects to bake normal map
very cool, yeah silo uvs are decent i still like unfold 3d alot better cause there is no cleanup invovled. almost good enough for me not want to import into unfold but the export import process still takes less time than the clenup in silo. i am looking forward to diving more into this release tonight.
Use unfold instead of relax in Maya. To me relax tool is only good for certain stuff like characters. Unfold to me from Maya is the equivalent of Relax in Max. Oh yeh does anyone no if theres a toggle shaded uv display equivalent in Max, where it shows which uvs are flipped and which is stacked ontop of each other.