Use peel to untangle a mesh instead...pelt is imo redundant. Peel to unfold, relax to even out the distortion. Select edges, right click and "break" to set your border seams...don't bother with the actual "seam" tools heh. But in this case, I'd go with WarrenM's suggestion.
Are you talking about the middle area where the UVs pinch in? If so, I just used the unfolding tool in Maya, nothing special. The only manual alignment I did was at the top and bottom (I took a screen cap at the wrong time so the bottom is still crooked).
[Removed]...and can't wait to watch this tournament unfold. I was pretty excited when it was announced. I've skipped the entre SC pro circuit as it isn't my game, but MOBA's are so this is pretty exciting to hear. Dreamhack was a lot of fun, can't wait to see the type of response this garners.
is reseting the Xform the same as selecting the object from the modifier list and then converting it over to an edible poly? I've tried that and UVW Xform, both without success. I've even deleted the uvs and tried unfolding them again and the result looks like the above screenshot every time.
could i see the uvs... could be a unfold problem... it has no effect in mudbox if you paint on a that dens mesh... mudbox internally only uses a 100k mesh to do the painting unless you incease the option in the prefs... its Face Count for Speed optimization in the paint prefs...
hello I modeled a character with max, and imported it to maya by obj file. I have cut the edges before unwrapping, and then tried to unfold. But, maya comes with an error that says "mesh has unconnected vertices" and I cant figure out what I should do. pleeeeaaase help me with it..
Smooth version (is it still a smooth version for hard surface?) All the small pieces are clean geometry with UV shells unfolded. Low poly body of gun needs to be optimized and UV layout finished and then on to texturing. The tooling on the barrel and surface details on the grip will be done via texture in Substance painter.
Thanks man. I just didnt know what the BRDF one was for since i never used anything like that. Added one and its working alot better now. So yeah, It's all starting to unfold and I'm currently playing around with the shader. Once more. Thanks!
I've switched between programs in my career so my unwrapping pipeline is very simple and goes like this: projection map (usually planar or cylindrical cut seams unfold or relax - this is called different things in different programs straighten any UVs I think need straightening using whatever automatic straighten tool…
Figured out how to move the pivot. Anyone know how to get uv's straight in max? If it was maya i would just align two verts then unfold unselected, why max can't have one constant uv window open for all objects I won't even ask.