I thought I'd start a thread on this, as I've never come across anything that automates the process well. Maya's "layout UVs" is pretty crappy, although it can be a starting point to at least get your UVs to roughly the right size. Anyone got any cool methods for maximising their texture space, or does everyone still just…
I've been using "unfold3d" for some time now. it does a great job at laying out to the 0-1 uv space. I do a lot of eyeballing (habbit) but i do prefer unfold3d over similar tools as UVlayout, etc.
uvlayout does a great job at packing, but I just eyeball it and do something similar to what Mop mentioned with the relax tool. I just keep a checker board texture and make sure it matches across the uv islands and place the big chuncks first and then decide where the little parts will go. Alex
uveditors suck anyway... best is to copy the mesh, make it plane, add a planarmap and morph it back to its orginal shape hehe and layout is something you should do by hand!
[ QUOTE ] uveditors suck anyway... best is to copy the mesh, make it plane, add a planarmap and morph it back to its orginal shape hehe and layout is something you should do by hand! [/ QUOTE ] HAHA the Paul Steed way!!!11one
[ QUOTE ] Automatic solutions never seem to do as good a job. Also they tend not to take into account the methods in which an artist would prefer to paint various sections (ie. you can get away with more stretching in less detailed areas, and you usually want to paint things on a certain angle to make it easier on the…
This was my 2nd unwrap evar... of the same character that was my first unwrap evar I used max's pelt system and a few planars... but I swear I had the tetris music playing over and over in my head as I did it.
Here's a bit of what I tend to do. Maybe it'll be helpful to some. I uv sections as I go, and start grouping them together in whatever way makes the most sense. I set aside any alpha bits that I can keep seperated so that when I start placing stuff, I can keep them together without worrying about alpha s creeping into…
max pelt is some good, but the seam system is very ugly.. i always use the split function in edit poly, its way faster and relax dialog is very importand, because the peltmap alone sucks hard^^ another tool to automate uvmapping were exporting it to obj (with seams) and put it throu unvold3d or something..^^
Just to be clear, I'm not looking for methods to create UV maps, just how to make best use of texture space with your already pristine UVs Seems like everyone is still doing it the oldschool way, by eye.