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Looking for some intermediate to advanced UV unwrapping help


Vandrath

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Recently I have learned the basics of 3d modeling using Blender 2.6 and like a lot of others I am having trouble with UV unwrapping. I have a few models that are textured and near release but I feel that I am missing some concept when it comes to minimizing stretch when unwrapping. I realize that you cannot have complete perfection on a model for texturing but you can control where the stretching is. My problem is just that, the stretching. Keep in mind that the methods I am about to describe are used in Blender 2.6 and are not perfect.

In Blender what matters most when gauging stretch, area or angle stretch or do they both matter to a certain extent?

When using a checkered map do ALL the checkers have to be perfectly square for there to be no stretching in a given area?

When viewing Skyrim models imported to blender as .OBJ there is a fair amount of UV stretching in certain spots. Is this so the model can have equilibrium where a design is present? and stretching where low detailed areas are?

 

If anyone could provide some insight into this or some good tutorials on reduced stretching it would be a massive help.

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