Hi all! Have finished my personal project and decided to share it with you. Based on awesome concept by Ivan Taranenko https://www.artstation.com/artwork/Q0d9Z 19806 tris 4k textures PBR Modeled in 3ds MAx, sculpted in Zbrush, unwrapped in Unfold 3d, textured in Substance Painter, rendered in Marmoset. For more…
I think I would start with a planar projection and cut it in half to get a top and bottom shell. Maybe cut off the fingers and either Relax or Unfold horizontally, then start easing everything into place? It might take a good deal of selective unwrapping and/or work with the nudge tool, but you can get there.
I would do a planar projection from Y. Then with the resulting UVs selected I would hit unfold, Vertical then horizontal. Then because they are all hard edges, I would separate each hull. Isnt your roof overtly sharp? Dont you want it more sloped and rounded metal?
The Left side stretching is fine, it is due to the outside radius of the cable bend being larger than the inside and vice versa. For the stuff on the right side, grab those verts and scale them horizontally, or you could run an unfold constrained horizontally. Basically with a cable with bends you will never get pure white.
Turns out I really need a combination of Unfold + Straighten UV + Straighten UV Border to get an optimal result: Though I am not able to make that one last shell straight without causing some texture problems. I guess this is the compromise you mentioned, @musashidan Scrape that, solved as well!
I do it for the lulz. I think Nikola Tesla said it best: “I do not think there is any thrill that can go through the human heart like that felt by the (artist) as he sees some creation of the brain unfolding to success... Such emotions make a man forget food, sleep, friends, love, everything.”
Oh yeah shit, totally, I forgot to use the unfold tool on those uv's there's no map space there at all! Thanks I've got it all working now, hardening the edges and making uv seams is working great as well. Working on the first pass bake right now and adjusting uv's and geo as necessary.
Generally I do them in the same way as the first image you posted. Around the middle of each finger and then unfold along the knife of the palm. If there's no loop around the middle, then I'll use the edge closest to the underside of the hand to hide the seam better from most views. Scruples: Never thought about that, good…
Maya's unfold UV's can constrain the 'relaxing' to U, V, or not at all in the options box. I'd love a way to do that in max. I usually end up eyeballing it or exporting to maya then back again. A real pain. I think we'd all be hugely grateful for a max port of your script, MoP :D
Well he just mirrored his 3d model. The uvs of both sides are overlapped so the texture looks symmetrical. It's a common pratice to economize texture space (and time). You unfold one side of a model, add a symmetry modifier, and you're good. Usually for symmetrical stuff, you model with a symmetry modfier on anyway.