zkiwi
New Member
Posts: 8
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Post by zkiwi on Aug 6, 2015 1:24:41 GMT
Hi.
I just purchased Unfold 3D after being amazed at the results in the videos.
Is it ok to ask questions about unwrapping methods in here?
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Post by Remi Arquier on Aug 22, 2015 3:15:59 GMT
Hi, Sorry for the late answer, I took some necessary vacations... Yes you can ask everything you want there ! Cheers
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zkiwi
New Member
Posts: 8
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Post by zkiwi on Aug 22, 2015 7:23:00 GMT
Everyone needs a holiday My question is. I have a Dragon I am unwrapping and the tiles all have pretty clean UV ( 8 Udims ) But with a Dragon, with a very long jaw, is it better to unwrap the head along the vertical or horizontal plane? I used vertical and have my cuts along the middle edge under the jaw. I assumed because the jaw is quite long that this way would reduce more of the end stretching, than say a frontal projection would. Are there any industry rules of thumb so to speak for this kind of situation, or does it not really matter? Tia.
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Post by Remi Arquier on Aug 23, 2015 12:35:10 GMT
thanks.. I am afraid that for that kind of geometry you have to cut the jaw into two parts (lower/upper). Then you also have to cut each of them in the symmetry plane of the model: For the upper part cut inside the mouth and for the lower part cut also inside the mouth. If you don't cut them lime that you will have "socket like" geometry, which is not good. It also a good idea to separate the head of the rest of the model if the model os complex. Their is no exact rule when unwrapping meshes. You have a lot of time to make several tries. Don't hesitate to post pictures if you need better/more information.
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Post by Remi Arquier on Aug 23, 2015 12:54:57 GMT
The idea you have to keep in mind when cutting/unwrapping is that you have to find a compromise between the number/length of seams and the stretching/distortion of the UVs.
The more you cut (more seams) the less you will have stretching and distortion in UVs, however the more you will have long and numerous frontiers. Dealing with frontiers is often difficult while painting textures and it is always a good idea to place frontiers in the areas of the model you see the less (under arms, in the back for a human or chest for a quadruped).
If you cut less you will have shorter and less numerous frontiers, however you will probably get more stretching and distortion in the UV. Distortions produce ugly things at rendering/backing and it is also a problem when painting textures.
So that compromise is not always easy to find, as said, just make some tries.
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