Blender

Blender

Depression Jul 1, 2015 @ 12:15pm
Blender REALLY sucks at unwrap!!!
I just want a SIMPLE uv unwrap but blender ALWAYS give me an TOTALLY deformed uv map is there ANY chance to say the programm does the job RIGHT?
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Showing 16-30 of 37 comments
Depression Jul 5, 2015 @ 3:10am 
Originally posted by DT:
When I first started, I was getting upset that smart unwrapping started becoming crap when I began working with more complex meshes. Marking seams and unwrapping with precision has become second nature since.

Keep at it, learn steadily, and don't get too frustrated. Blender *SEEMS* clunky at the start, but, even after becoming well acquainted with Maya, I don't think I can work any other way.

yeah your right, blender is a bit wonky on uv mapping, BUT if you set a few more right placed "cutlines" should be solved many problems.
Rudi Jul 5, 2015 @ 2:20pm 
"mark seams"
Pte Jack Jul 5, 2015 @ 2:38pm 
I have use the UV "Mark Seams from Islands" on models, reset the unwrap and re-unwrapped them. They don't unwrap like the original unwrap at all.
Last edited by Pte Jack; Jul 5, 2015 @ 2:39pm
ultimatec Jul 6, 2015 @ 12:31am 
Alt+P for unpin
Depression Jul 6, 2015 @ 3:45am 
Originally posted by Rudi:
"mark seams"

yeah i know, but you guys know what i mean.

HalfGrape Jul 6, 2015 @ 5:23am 
Try marking seams and then unwrap it in the way that suits you best.

Tutorial: https://www.youtube.com/watch?v=Tovu1A0LxeQ
Ms. Lana Jul 18, 2015 @ 8:46pm 
Headus will make your life super easy. You have to pay for it, its cheap, but it will save you hours upon hours upon hours of work. Seams can be fixed by painting them in photoshop, not sure if any freeware image manipulation programs like Gimp allow you to paint 3d objects.
When you do decide to start texturing, for those of you with Photoshop, nDo Normals will make your dreams come true. It's a plugin that outputs really nice normal and specularity maps that require relatively little touchup.
Just use Maya 2015
Its really easy at when it comes UV textures.
xXMarT1naXx Jul 24, 2015 @ 9:44am 
Use basic unwrap , not smart , tweak it manually and you have it.
Pte Jack Jul 24, 2015 @ 10:27am 
@Panda... Why not just use Maya for the whole process then.
Some of us just can't afford the RentWare cost of using Commercial software.

@Martin, that usually works for simple meshes that aren't too complex and have proper seams. However, when you get into more complex, highly detailed models, the way a normal unwrap warps the UV Mesh can be quite un-nerving. Combining the methods of unwrapping the model helps break some of that warping out.
Last edited by Pte Jack; Jul 24, 2015 @ 10:29am
Salt_Extractor Jul 24, 2015 @ 10:27am 
im sorry what?
youre saying that a software that lets you decide how to unwrap youre mesh is bad at it?
so youre saying that youre bad at unwrapping and blender sucks cuz of it?
wow you must have fallen out of LoL community{no offense}
Kingslayer Jul 26, 2015 @ 7:04pm 
try adding seams to your model it does help you know
Pte Jack Jul 26, 2015 @ 10:22pm 
@ihavenowingss,

Try decompiling one of the Valve character models or any model of your choosing that was not originally unwrapped and skinned using a Blender created UV map. Just a head will do.

I would like to see you clear or reset the original UV Map that is unpacked from that model then use Blender to unwrap that head.

Can you reproduce the same map that was cleared using any the unwrap methods available in Blender? You can even use the Mark Seams From Islands or create your own seams if there are no visible seams before you do your unwrap.

I'm willing to bet you can't reproduce a UV Map that is even CLOSE to the original Map just using the tools available in Blender... Not without major manual editing to move UV Mesh to match the original map.

I want to be able to produce UV maps on the fly that conform to certain layouts. For example I need to match a specific layout to get my custom models into FUSE for customization and auto-rigging. Blender's unwrap methods can not be configured to even come close to the layout I need to do that, meaning hours of work to make them conform manually.

If you know of some way to do this sort of work, then please, do some sort of video or a guide explaining the process because I am always willing to learn something new.
Salt_Extractor Jul 27, 2015 @ 12:58am 
@Pte
im feeling you have some inner rage going on but...

if you want to use premade textures, than you cant unwrap the whole thing at once, you have to unwrap it peace, by peace, stich em the right way, and lay them on the texture{as you call it manual editing, and belive me there are no tutorials what you seek, to press a button and be done with it}
i lernd that by makeing stuff for planetside2

also i do not understand why you specify a valve character, if youre useing alredy done character you dont have a need to lay down the UVs

also, none of the UVs that you make in blender shuld be final
i usualy make very basic UV layouts in blender, paint the mesh, and export the UVlayout with the picture, and make UVs use the whole texture rather than 80% of that png

also, there are no 2 same maps, if youre not working with a premade texture
you mark youre ♥♥♥♥, unwrap it, paste over things you need to be looking exacly the same, aswell as leave space for whatever else needs to be in that png

lately im working with fantasy stuff, so im makeing everything from the beginning till the end, cuz theres nothing on the internet that can posibly be of any help or even insparation for it

and i gotta say Pte, working with this kinda stuff takes time,
and i cant help you untill you show me the exact problem
and im not feeling the problem at the moment

nope im not gonna make any videos, becuz all in all, i watched like 2-3 videos on blender, and those ware for: bazeer tools, particles, and particles 2
i think, teaching youreself is what will eventualy make a unique designer or artist, but that doesnt mean you shuldnt ask for help
Pte Jack Jul 27, 2015 @ 3:55am 
Thanks ihavenowingss,

I just wasn't sure if I had missed something in the unwrap 101 and hoped you might be able to enlighten me based on your ...

Originally posted by ihavenowingss:
im sorry what?
youre saying that a software that lets you decide how to unwrap youre mesh is bad at it?
so youre saying that youre bad at unwrapping and blender sucks cuz of it?
wow you must have fallen out of LoL community{no offense}

But your last comment confirms that you're doing exactly the same thing I am.
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Date Posted: Jul 1, 2015 @ 12:15pm
Posts: 37