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>> No.956275 [View]
File: 146 KB, 1101x1294, Seams.jpg [View same] [iqdb] [saucenao] [google]
956275

>>956230
Ah I see that makes sense. In fairness when I've seen other people use follow active quads they rarely have the stretch display on so you can't see if it's stretching or not. The squares just look neat and tidy.

That makes sense too and you are right it is broken up into three chunks. I didn't think UV unwrapping was going to be as hard as it is. If it's not a cylinder or a cube then I'm fucked.
I watched a video of someone using the texel density addon so the texel density was the same across multiple objects and it looked like it worked cool and could save a lot of time. Then then as soon as he packed all the UVs it just reverted back to what it was, which I'm pretty sure he noticed, but didn't mention it and it seemed to be a big waste of time.

I won't post the whole model because, like I say, I'm having problems unrwrapping most everything that isn't a basic shape.
Pic related is what the original pic is from and you can see the seams I have on it.
I've just tried a different way by putting a seam all around where the green lines are and it gives me one chunk instead of three. I know I would probably be better off putting the top seam on the bottom opposite where it is now (I think), but I don't know what's good practice. I know I'm supposed to have as few seams as possible, but sometimes more are unavoidable.

Honestly I have so many questions about unwrapping it's unreal.

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