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Struggling with UVW Unwrap

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  • Struggling with UVW Unwrap

    Hi folks,

    How can I get my texture to align with the geometry properly?

    Here's what I have:

    UVW unwrap by Phil Grayston, on Flickr

    On the left is the texture in the UV editor, fitting on the mesh fine. On the right is the texture in the viewport, not fitting at all?

    I'm trying to map this Mesh cladding texture better than the current UVW Map set to Face - which is not working very well.

    Huddersfield Uni-B-02-02 by Phil Grayston, on Flickr

    I've never been able to get the hang of UV Unwrapping

    Any suggestions?
    Last edited by PGD; 24-11-2016, 07:23 AM.
    PGDesigns.co.uk

  • #2
    UVW Map Clear modifier before UVW Unwrap ?
    Nicolas Caplat
    www.intangibles.fr

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    • #3
      Originally posted by NicoC View Post
      UVW Map Clear modifier before UVW Unwrap ?
      No change with that..

      It'll be something ludicrously simple to solve I'm sure, but only when you know how!
      PGDesigns.co.uk

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      • #4
        that's weird, have you checked that map channels correspond?

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        • #5
          I made a new material, added the bitmap texture and applied it. So all the map channels are set to 1 as far as I can see.

          Maybe I should UVW Reset and go through the whole process again?
          PGDesigns.co.uk

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          • #6
            I've tried re-setting the UVW and seen no change.

            I can adjust it manually until the map fits, but that can't be right surely?

            I'm sure I'm doing something wrong durning this process, but as yet I dont know what. Anyone want to have a go with the attached files?

            skin-section-01.zip
            PGDesigns.co.uk

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            • #7
              Works fine here... When I opened the file, the mapping coordinates were wrong though. I added an 'unwrap uvw', then opened the uv editor and selected mapping - flat mapping. That correctly set the UV coordinates. You can then collapse the stack. If you just delete the unwrap uvw from the stack it will delete the new uv coordinates that you just created (flat mapping).

              Ryan
              Attached Files

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              • #8
                That's it!

                Thanks for your help everyone.
                PGDesigns.co.uk

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                • #9
                  Hi PGD

                  The best way to approach this with the minimal of tweaking is to apply the Unwrap UVW modifier.
                  Select only the polygons that you wish to map
                  Change projection to Planer Map
                  Use best align
                  Open up the UVW Editor

                  Now you have a separate detached selection of flattened polygons for just that area
                  Using the rotate and scale tools to fit your map as best you can.

                  If you do need to adjust further use soft selection to spread the distortion
                  You can check your this by using display > display edge distortion
                  Green is less distorted Red is more distorted.

                  This is the best unwrap I could achieve took a few minutes.
                  https://we.tl/OsuI0MvA0U

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                  • #10
                    Thanks Ant,

                    I'm ok with this now and think it's looking better.


                    UVW mapping
                    by Phil Grayston, on Flickr

                    Viewed up close the holes are a little blurred, as you can see here in the upper panels (if you ignore the mesh for a moment) I've got the UVW map revealing a mesh map underneith, the mesh map then tiles a lot so that texture still looks sharp.

                    The map res of the side elevation is 4096 x 3612 - I guess I could up that? I did wonder about creating a Vector based texture to try that too.

                    Close up:

                    UVW mapping
                    by Phil Grayston, on Flickr

                    Hope that makes sence!
                    PGDesigns.co.uk

                    Comment


                    • #11
                      Nice job !
                      Nicolas Caplat
                      www.intangibles.fr

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                      • #12
                        Project looks nice btw
                        Philippe Steels
                        Pixelab - Blog - Flickr

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