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UV Unwrapping -- Blender Sucks At It.


HSovieticus

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I've spent the last week creating the 3d model for a new piece of clothing (a torso) in blender. Now I need to create the texture, and to do that, I need to get a nice UV Unwrap of my mesh. Problem is, blender really sucks at it. The only two methods that get me anywhere near what I need is the regular unwrap and the projection unwrap. Projection Unwrap preserves the shape of the mesh perfectly and would allow me to paint naturally, but only for the front and back, unless I split the torso into 4 or more UV Islands, and that would make things a lot more difficult. The regular unwrap allows me to paint on all of the faces, but not very naturally. The mesh is not completely symmetrical, so the result is very messy. I know from looking at the fallout models and textures that there is a way to unwrap this mesh properly. I want to UV Unwrap like bethesda, but this is impossible in blender. So I have to ask: is there a better set of tools? And if so, where can I find them?
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I would argue that. :) Blender is an awesome tool, and the UV mapping feature is quite robust - once you learn it.

 

Artisten and I created a set of tutorials on Blender that may help, but the very Best UV mapping tutorial is made by Echonite, which you can find on YouTube by searching for Blender UV Tutorials.

 

Luck!

 

Miax

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I've started to get the hang of it, but I'm a little confused about something. The UV map and texture for the mesh I am editing is strange. The front half of the torso is normal, the right side of the texture matches the right side of the model (from the front), and the same for left sides, but the back of the torso is different. If I were to view the back side of the torso in the 3d viewport, it is the reverse of what appears in the UV/Image editor. Why is this?
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