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Grundades
16 oktober 2012
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Jesterado 27 okt, 2013 @ 15:24
Blender UV unwrap
Hi,

I've been struggling for ages regarding the UV unwrapping sequence, when I pressed U in blender it gave me a unwrap option and another option which by accident I clicked on it called "Smart UV Project" surprisingly it gave better result than just normal UV unwrap, but would this be better for texturing? Is this the preferred method or are we not suppose to use it at all?
Thanks to all that reply and comment :)
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HellJumper 27 okt, 2013 @ 15:40 
It's almost never used... It basically tries to automate the process, and most of the time it just gives a bunch of seperated parts that will look absolutely shitty if you try to texture it. Just use a combination of seams and projection unwrapping which is what every professional modeler does.
Jesterado 27 okt, 2013 @ 15:42 
Your comments and expert advices are much appreciated :)
More answers I yearn for, you'll will be hearing from me very soon ;)
Thank You!
Jesterado 27 okt, 2013 @ 18:01 
I have another question, sorry to bother. Is this a good bake? If not how would you do it correctly? http://puu.sh/51uul.png Thank You ;)
HellJumper 27 okt, 2013 @ 18:44 
Eh... Looks like there is something wrong with the bake: Make sure to recalculate all your normals before baking (this might be why part of your model is black). To do this, select all your vertices in edit mode and press "ctrl+n".

Also, try not to break up the model into so many parts unless it is completely necessary. Always try to unwrap things using the smallest amount of pieces necessary.
Jesterado 29 okt, 2013 @ 13:21 
Hi,

I tried the method you suggested and now when I click bake, it doesn't do anything is there a reason why that is happening? I did notice some difference after I use "ctrl+n" and it didn't allow me to bake. Any other solutions?
HellJumper 29 okt, 2013 @ 15:27 
Sometimes blender has this glitch. Try making a new blank black image (try going into and out of edit mode and removing any materials). Re-do the bake afterwards.
Jesterado 29 okt, 2013 @ 16:43 
Would you be so kind, as to explain or classify what materials you meant, (Examples) Sorry I'm still not very good at blender yet. Thank You :D
HellJumper 29 okt, 2013 @ 16:44 
Clear any materials: https://dl.dropboxusercontent.com/u/10100459/BlenderImages/clearMaterial.jpg

And make sure to clear the image you currently have in the UV screen.
Jesterado 29 okt, 2013 @ 17:00 
Hey I fixed it, I appreciate the efforts, I watch several of your clicks on hat making and I followed your instructions, but in the video you said you are suppose to have a 256 by 256, but you went on ahead with 1024 by 1024, saying that you can change it later. I fixed it by going with 1024 by 1024 instead of 256 by 256. Here is the new baked image: http://puu.sh/53jyl.png
Looks much better doesn't it :) Is there anything you would change, I tried my best to make it as little pieces possible, so what you see it's all necessary ;) Thanks for your help :D
HellJumper 29 okt, 2013 @ 18:11 
Getting good. Also remember to make parts that require more detail larger on the uv screen (and parts that are just small details smaller on the uv screen). UV unwrapping is just like anything else: the more you do it, the better you will get.
Jesterado 29 okt, 2013 @ 18:17 
Thanks for the advice and support :D, I salute you for that :) I will work on it furiously and hopefully, come back with good results :D Thank you again.
Jesterado 30 okt, 2013 @ 16:52 
Hi,

Quick question, if you want to make a certain part of a mesh paintable, then you don't have to texture that specific part right?
Jesterado 30 okt, 2013 @ 17:09 
Yeah sorry I mah have miss the guide, but thanks for showing me that, it really helps :D
Flat Penguin 31 okt, 2013 @ 12:42 
Hey Helljumper, I'm having some ao problems aswell. I'v recalculated normals but it seems to be a bit dodgy underneath the strings. is it because they are thin? Thanks

http://puu.sh/54Xde.jpg
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