straighten the outer UV's as you did, and then invert select all the other UV's and use relax, you shouldnt need to manually adjust each edge like that.
Okay, thanks for the advice provided. I've done a bit of experimenting and decided to just straighten the sides and bottom, which is where the distortion happens the most. The rest is unfolded as normal and by unfolding the centre vertices. That's done a much better job at keeping it all clean and the distortion reduced. :)
I use "live" unwrap mode and "pinned" vertexes in Blender. P to pin, alt P to un-pin . That way you can edit not only a selected loop of UV but rather all others like stretching a pelt . It requires a bit of miss and hit , pin , align ,unpin etc but works better than just standard proportional editing . I think Maya should…
you can click the warning to open it up and read the full description. but it doesn't appear to cause any issue so I think you can safely ignore it. yellow means a warning which isn't going to necessarily stop you from working or cause a serious issue. red indicates an error which usually means something you have to care…
maya has some sort of pinning in the uv toolkit but i never use it. usually just straighten some UV's and then invert select (shift drag) and relax the others is fine for clothing IME. i like to always try and use the same small set of core tools it seems to save mental bandwidth and make work go quicker. cause every…
Oh I am sure that this Zbrush feature has limitations - but there's no reason to be limited by it, since you can do all these projections in a regular 3d app with full control anyways. The extreme angle you are getting is because the unwrap is trying to stick to the surface variations of the model, whereas such an…
Don't take my word for anything, for all you know I am chat gpt or a really smart baboon. You should now make a temporary material and apply some tileable fabric material and see if the UV's are good or not. You can export it so that you can take a look in whatever renderer you'll use as well. Don't look at things from 2…
This is the warning. At least on my laptop. I think the number was different on my PC: // Warning: file: C:/Program Files/Autodesk/Maya2023/scripts/others/texShellArrayContains.mel line 56: Converting string "" to an int value of 1168. Another one says 97 at the end. This is how they're looking at the moment: And then…