Yup, Marmoset has a tool where you can paint where you fix projections, and people have in Substance setup workflows to blend between 2 projections https://www.youtube.com/watch?v=cVPJwMivw5I https://www.youtube.com/watch?v=sGC2X6Qazvs
Which would be great if we could actually mix and match hard edge commands with vertex normal commands. There's no easy/quick way to get a hard edge like that with vertex normal tools. Natively, at least.
thanks for the reply, ok so its still a very time consuming process to straighten up all those edges. Perhaps modos basic pelt/relax tools are really good and get you close to what you want but at work I only have Cinema4D and at home I try to use 3DSmax so I have to make do with the tools available in those apps. C4Ds…
So the stretching occurs because as you can see those polygons are not perfectly square on your model. Therefore when you make them perfectly square on your UV layout it will stretch the texture. If you don't want stretching the most accurate layout would be closer to what you had before. To alleviate some of the…
didnt wanna make a totally new thread for this at is a pretty noobish question, but how do I align the rotation of a UV island in Maya? Similar to Textool's Align rotation to edge tool for 3Ds Max. It's been bugging me that I cant figure this out. Thanks!
I don't ever do planar mapping, I use Modo's unwrap tool, which you select your seam edges and then it does the pelt/relax/whatever type unwrap for you, with various options. I think most 3d apps have tools that work basically the same these days. Sometimes I will select more seams than I otherwise want in this step, and…
I manage to fix, i think is a bug with the new baking Tool for modo 10, where is the Baking Wizard, I bake using old method (from modo 801-901) and worked with no problem :smile: Topic talking about the Baking Wizard Bug: http://community.thefoundry.co.uk/discussion/topic.aspx?f=32&t=121675