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Fantasy Sword (UV Map Help)


halex1316

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I'm trying to create this sword

 

http://i.imgur.com/JFk16sl.png

 

As you can see, I've fully modeled the sword here, but I'm having trouble creating a UV map that doesn't distort the MAIN shapes of the blade, such as the broad side and the decorative curves. If anyone knows how, could you please help me create an accurate UV map that doesn't stretch any parts of the mesh? It's very difficult to texture a mesh that gets distorted, as once the UV is loaded back into the game, any parts that are disproportional get skewed.

 

http://i.imgur.com/L8hCFPd.png

 

http://i.imgur.com/HpXajVV.png

 

I've done a pretty good job so far, but many of the parts of the sword are separated and not in one continuous piece, making it difficult to manage seams in the texture.

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Hi,

 

Uv mapping your mesh is not an easy thing to get right starting out. its a good idea to picture how you will unrap the face layout early on your mesh creation and plan along side the rest of the object.

 

but.. the way you want to do it is marking seams for unwraping. ok so.. in edit mode you select say the edge of your blade all the way down just marking the edges all the way round, then mark the edge where it connects to the handle.

 

with the edges selected hit control e and select mark seam that will make em change color.

 

then when you hit 'u' select unwrap and you will see that your uv islands are separated based on where you marked your seams at.

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UV mapping in blender was always a tough thing. the results are mostly too inaccurate imo.

now i use another programm especially for the unwrapping. come on, give me the mesh, frater blutkult i will do it for you.

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