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Any tips on unwrapping?


imperistan

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Using 3DS Max

 

Now, I understand what unwrapping is and how to do it. However, whenever I go through my weapon model and get it to a point where its almost all unwrapped in a logical way (excepting the handle, which is proving problematic in this regard) I turn on the "Show Distortions" option, and these distortions show up all over the UV's. And for the life of me I can't seem to get them to go away. And these occur no matter which particular method I use to unwrap, whether it be automatic or manual.

 

There has to be something I'm missing here right?

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Hey Imperistan,

 

To be honest, I had to look up what this option was all about and I've been using Max for years now (I learned my new thing for the day!). It is probably a convenient feature to have but you won't be able to remove all distortions from an unwrap unless you are working with 90 degree angles everywhere. As far as I can tell, it simply looks at the difference between the UV edge and the corresponding geometry edge and in some cases, you may want that difference.

 

Are you assigning a checker pattern or grid texture to your object to check for distortions?

 

When I unwrap, 99% of the time it goes something like this:

 

- Select faces for UV chunk.

- Quick Planar Map.

- Repeat ad nauseum until all pieces have initial mapping.

- Select all UV chunks and Rescale Clusters.

- Select individual UV chunks and Relax.

- Check for distortions and errors.

- Pack UVs into 0-1 space.

 

It's quick and easy and gets the final result that I want. I would trust the grid texture for distortions over the 3DS max tool.

 

Hope this helps! If it doesn't, maybe a screenshot would help in case there is actually something going on with your mesh.

Edited by Twizzler77
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Hmm, I did forget about using the checker pattern. Did solve most of my issues, as most of the distortions weren't really distortions (visually anyway).

 

However, the handle is still proving problematic distortion wise. Having trouble getting a good wrap around without the middle being really distorted. And trying to move the lines around distorts the edges which makes it worse.

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There are 2 ways that I would approach handles or cylindrical objects in general:

 

- Select the faces on one side and Quick Planar Map.

- Select opposite side faces and Quick Planar Map.

- Select end cap faces and Quick Planar Map.

- Rescale Clusters and stitch together the 2 sides

- Run relax on UV chunks.

 

Or:

 

- Select all handle faces except end cap and use Cylindrical Unwrap tool.

- Select end cap faces and Quick Planar Map.

- Run relax on individual UV chunks.

 

The first method is how I did the sword in my signature. It's somewhat repetitive, but so is unwrapping in general. :)

 

Also remember that you won't get rid of all distortions and some distortion is acceptable. Additionally, any distortion that you may have on the handle will probably be covered up by the hands. While this doesn't help screenshots or beauty shots, in-game you may never see the distortion. :)

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Got a say, that was the stupidest thing I ever saw. I've been trying to get this handle perfect all morning, and here I just upped the flattening threshold by 5 and stiched the parts together, and bam, perfect.

I feel like I just went full on, well, you know. :wallbash: :wallbash: :wallbash: :wallbash: :wallbash: :wallbash:

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Glad you got it figured out! UV mapping is generally much simpler than most folks realize. I remember when it finally "clicked" in my head and it was a glorious day. :)

 

For what it's worth, I typically Relax with following settings:

- Relax by Face Angles

- Iterations = 100

- Amount = 0.1

- Stretch = 0.0

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