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3DTOS Constitution Reboot

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  • Lizzy777Lizzy777857 PNWPosts: 667Member
    edited May 12 #662
    Not quite sure what you're trying to do (since I too hate unwrapping). But maybe this is what you're after?

    How to Flatten UV Islands (Blender Tutorial)

    Post edited by Lizzy777 on
    Hunter G
    "Cry 'Havoc!,' and let slip the corgies of war!"
  • MadKoiFishMadKoiFish5685 BurntforniaPosts: 4,805Member
    edited May 13 #663
    I forget what app your using but in max uvw unwrap you can adjust the polies in the 2d view so I just manually readjust the distance of the stretched out edges so the preview map will align in the viewport.

    following is a visual example of what I mean. Also keep in mind it all sort of works in reverse to what you expect. There might be relax tools you can use too max though haws rudimentary tools and most of it has to be done by hand that I know of. EG I cannot constrain a relax to a particular direction. Hell max does not even have a grow selection tool just a broken loop tool.

    uvw-manual-01.png?w=600

    uvw-manual-02.png?w=600

    and yes technicly you want your unwrap to be in the proper aspec ratio something max does not respect as direct uv unwrap leaves you with the map scrunched into a "fit" mode. Eitherway all pointless if you are not using max BUT I hope it might help some with ideas and what might be avalible with what you ARE using.
    Post edited by MadKoiFish on
    Hunter G
    Each day we draw closer to the end.
  • Hunter GHunter G1090 Posts: 445Member
    Lizzy777 wrote: »
    Not quite sure what you're trying to do (since I too hate unwrapping). But maybe this is what you're after?

    How to Flatten UV Islands (Blender Tutorial)

    I'll have to try that thanks!
    MadKoiFish wrote: »
    I forget what app your using but in max uvw unwrap you can adjust the polies in the 2d view so I just manually readjust the distance of the stretched out edges so the preview map will align in the viewport.

    following is a visual example of what I mean. Also keep in mind it all sort of works in reverse to what you expect. There might be relax tools you can use too max though haws rudimentary tools and most of it has to be done by hand that I know of. EG I cannot constrain a relax to a particular direction. Hell max does not even have a grow selection tool just a broken loop tool.

    uvw-manual-01.png?w=600

    uvw-manual-02.png?w=600

    and yes technicly you want your unwrap to be in the proper aspec ratio something max does not respect as direct uv unwrap leaves you with the map scrunched into a "fit" mode. Eitherway all pointless if you are not using max BUT I hope it might help some with ideas and what might be avalible with what you ARE using.

    I am able to adjust the mesh manually in 2D view, It's just really tedious with the n-ons haha. I'm not sure if Blender has a "relax" option, but I might be able to find an addon or something that does something similar. Thanks for the ideas! If worst comes to worst I'll just have to spend the time and manually do it
  • kadenkaden798 JapanPosts: 218Member
    edited May 14 #665
    Loop tools might have something, but I am not sure if it works in the uv editor. ... No it does not :\
    Post edited by kaden on
  • MadKoiFishMadKoiFish5685 BurntforniaPosts: 4,805Member
    kaden wrote: »
    Loop tools might have something, but I am not sure if it works in the uv editor. ... No it does not :\
    yeah you would thing the logic or methods used in one area would spill over to another for ease of use. But nope the uv unwrapper still stands out like some other companies tool. Which it likely was at one point. :D
    what would be cool is on things like the rim you could do a cyl projection define the seam (vs the default which is always in the wrong place) then define a lateral position to "roll" the uvw so selecting a edge running top to bottom then allow that path to map based on distance as a unwrap.
    oh well gotta do with what one has to get the job done. >_>


    To note there is a edge loop or grow but it does strange things like growing in a loop pattern in poly mode which just seems extremely useless. EG makes a growing doughnut shape vs just growing to the nearest poly. The loop often has issues cause max will often detach edges and double them on the seam so your loop is incomplete and you end up selecting things one at a time. The tools I refer to are to the left of the paintbrush in the above images. They might have better luck at being useful to some but often I just find other ways to do what I need.
    Each day we draw closer to the end.
  • japetusjapetus2012 SeattlePosts: 1,247Member
    edited May 14 #667
    Sorry....unless I'm misunderstanding, there is Grow Selection in Unwrap...
    Also, if you want to use ring and loop tools and you have detached edges, it's best to use the selection tools on the Modify panel, instead of in the UV window. Using the Ring and Loop tools in the Modify window will complete the loops and rings, instead of stopping at the detached edges like the tools in the Edit UVW's window does. Stupid, I know.

    7e6b1b38fh1a.png

    Thre is also a great tool in Unwrap UVW called "Unfold Strip from Loop" and "Spline map, which can be very helpful in unwrapping things like hoses, arches, cylinders, curving panels, etc.

    Post edited by japetus on
    lewisniven
  • Howard DayHoward Day630 Posts: 434Member
    Hunter G wrote: »
    Ok, I'm wondering if any of you modelers have insight on this.
    Hey dude! I might have a video that's helpful:
    https://drive.google.com/file/d/12oDpOoVMEWeyyqTJ2la8fGYAcXTsM-Cw/view?usp=sharing
    I'm using this tool to set the density in that example:
    http://www.scriptspot.com/3ds-max/scripts/texel-density-tool
    There's definitely a bunch of different tricks you can do to resolve this UV distortion...good luck!


  • japetusjapetus2012 SeattlePosts: 1,247Member
    Theres also the "when in doubt flatten by angle" and hand stitch things back together be selecting edges method where at least you know things won't have smeared UVs
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