Hello everyone ! I would like to ask you fellow artists on what's the best tutorial or book on your opinion on learning UV unwrapping. I finished college with a diploma in 3D Animation but my professor doesn't want to get asked questions and didn't even teach us more in depth about UV unwrapping. Yes he did taught us about…
Hello. So I've created a Victorian style house in Maya 2016 using modular pieces. My goal is to use these same pieces to make multiple, unique buildings. Currently, everything in my scene has its own unique 0-1 UV sheet. Everything is UV'd correctly to fit its own 0-1 sheet. (link to screenshot of my scene)…
Well, AFAIK, you have to use the Unwrap UVW methods to set UVW data. So I think the correct procedure for this would be to first create all the verts using the method you showed (polyOp.createVert) and obviously you will have to hook up the faces once you have created the vertices. Then once all the verts and faces exist,…
I have seen that a lot of people that create game assets inside Houdini when they reach the UV phase they simply connect an auto uv node that results in a distorted free uv map but with hundreds and hundreds of shells but they call it a day saying that it's all ok... For my workflow ( in Maya ) i usually unwrap manually or…
Hello again Polycount, some time ago I made a website to teach about the basics of UV mapping, there is two pages of content about the basics and there is a third page where you can unwrap primtives in your browser with a scoring system. https://uv-game.com/ It also works on mobile but it depends on the capabilities of…
Doesn't really shock me. Do you have preserve uv on or off ? If it's on, if you move/scale/rotate a geometry face/edge/vertex, the uv will move too. On your screen, only your selected face is screwed up. Check the help files but again, preserve uvs is only used in specific situations (scaling a plane and keep the correct…
In addition to lightmaps and detail maps, you can basically make any part of the model have exactly the UVs that you want a specific texture to have. It's useful when blending between different textures/material sets with whatever masks or vertex colors. Least in Unity HDRP's built-in Lit shader you can make use of the…
It's basically a convoluted way of saying "avoid distorted UVs by making sure they are similar in shape as the polygons." The more compressed or stretched UVs are relative to the polygon they represent, the more or less texel density you will have. For instance, if you have a square polygon, you'd want a square UV shell if…
Put the checker on your model, look at the model, if the pattern is distorted then your UVs are distorted. Distorted UVs means a distorted texture. Some distortion is inevitable, just the way it goes trying to wrap a 2D image onto a 3D surface. The trick is to minimize the distortion as much as possible, since it makes…
#wipwednesday, as a practice, last week I started this Roman Shrine, and with the power of modular props, I optimized. I started sculpting key props with general damage so they wouldn't look so repetitive, only one specific stones I wanted to add specifically damaged to give a more unique look. I did the retopology of…