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.
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 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.
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
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.
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.
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.
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.
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
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
I'm actually kind of curious about this one myself.
I loved the impulse effect from the JJ movies, so I'm trying to figure it out. I think I got pretty close. The only problem is there's a little too much "flickering", while the effect in the movies is more smooth [url="
Progress is slow but steady. This is the last progress picture I'll be posting until I'm done, however long that takes. I just have to finish the secondary hull and nacelle textures.
This lady's place is finally in the finished works folder! I'm still adding details/tweaking things, but that's just finishing touches. Some images to celebrate:
I think I've pinpointed part of why I like your ship so much. She looks graceful and all that but she has this weight to her that makes her look and feel more real, like I could reach out and run my hand along the hull.
Alright everyone. You can stop rebooting, re-imagining and updating the original USS Enterprise NCC-1701, because we have a winner, and this beauty is it.
Thank you Hunter G. Please take your place on the podium. John Eaves will stand in for Matt Jefferies as honorary presenter of the award.
I appreciate the kind words and feedback over the years! After this post, I'll be posting all renders in the finished works folder. Discussion is still always welcome here however
I think I've pinpointed part of why I like your ship so much. She looks graceful and all that but she has this weight to her that makes her look and feel more real, like I could reach out and run my hand along the hull.
Some tweaks I did:
-Shrunk the girth of the nacelles a little bit
-Redid the inner nacelle grills (made the holes bigger so they would show up better in renders)
-Adjusted some of the materials
-Changed the registry font
-Numbered the escape pods and added yellow pinstriping
-Updated the textures for some of the doors/hatches
Posts
How to Flatten UV Islands (Blender Tutorial)
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.
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
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.
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.
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.
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!
I'm actually kind of curious about this one myself.
Now I just need to get out of my art block so I can finish the textures, it's the one thing holding me back from finishing this project.
[url="
Bonus:
And the lighting is fantastic.
Thank you Hunter G. Please take your place on the podium. John Eaves will stand in for Matt Jefferies as honorary presenter of the award.
Of cloudless climes and starry skies…
I'm glad that came across!
I believe it is, though I don't know where to enter for that
Some tweaks I did:
-Shrunk the girth of the nacelles a little bit
-Redid the inner nacelle grills (made the holes bigger so they would show up better in renders)
-Adjusted some of the materials
-Changed the registry font
-Numbered the escape pods and added yellow pinstriping
-Updated the textures for some of the doors/hatches