Yeah I saw this all unfold in a thread on the Unity Forums. If the guy did this, totally sucks, but be careful...your laying on pretty heavily with slander...all you have to do is say he stole art...we dont need several posts about it.
Thanks for the info Jerc. Are there any known issues if you have an asset with a lot of polyshells. I have here two belts on a character and those arnt unfolding correct if i export everything combined. If i export only the belt i get a clean unwrap.
I got maya 2017 to do the same more or less. I made a cut uv seam button and a unfold and layout button. it doesn't work as pretty as in 2018. I have to use Maya 2017 at school. blender and Modo have had this for years though...
Amnesia DD got a lot of things right when it comes to Survival Horror....Machine for Pigs, unfortunately got rid of all those good elements. To me it felt more like a roller coaster ride; just kept walking forward and let events unfold.
In the mapping options it has a setting for keeping the image ratio, or something like that, which will map it correctly for you. You want to use the select shell tool at the top of the UV editor menu. Its in the top left group of buttons in the UV editor near the unfold tool.
I take one of these and lay it unfolded and flat with the brown side up. I've been using these at work for 6 years. I replaced the folder once with a new one. So 2 folders total so far. I draw and jot notes on them sometimes.
I think overall XSI's uv tools are better than Maya's, Although It could use maya's Unfold and a better relax system. (haven't touched 7 yet however) Although 7 won't matter much for me at work. Maya+Mac OSX workstations...
UV Headus Layout makes unwrapping almost fun!.. kind of therapeutic just clicking the middle of a mess and watching it unfold, not much skill to it though which on one hand is helpful but on the other it's good to try and understand doing it using the basic commands like Vig has advised
It's been amazing watching Snefer's Sci-Fi slum unfold, now you can see a fly through of the very polished yet still WIP environment https://www.youtube.com/watch?v=EcqDsfLJBak Check out the progress and stay current with updates here: http://www.polycount.com/forum/showthread.php?t=84867
@poopipe @Farfarer thanks for the input yall! The mesh is going to be a tree but its not complete yet. I'm atlasing the smaller branches. I UV'd the main bodies and unfolded them and that is the results. should the UV's Always be straight? I assumed Maya is just calculating for the curvature and topology of the mesh.