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Kemzick Dec 8, 2024 @ 11:13am
New Default Unwrap? 4.3
What's the old/default unwrap? I am confused with the new unwrapping.

1. Angle Based
2. Conformal
3. Minimal Stretch
Last edited by Kemzick; Dec 8, 2024 @ 11:13am
Originally posted by Iefy:
Here's some brief explanations from my experience with them:

Angle Based - good for preserving angles and curved surfaces. For example, if you model a dog, you might want to use angle based for the best results to prevent distortion in the crevices between the torso, face and legs.

Conformal - better for flatter objects. If you're making a desk, you might want to use conformal. It sort of just tells blender "this surface is flat" so it won't be unwrapping expecting curves.

Minimal stretch - If you're in a situation where there's geometry that's tightly packed together, like a really aggressive curve or something it will help keep it's quality whereas other options might causing artifacting. I find this useful for things with more detail packed into it. You likely won't need it as much as the others but is extremely helpful when you do.

Smart UV - it automatically generates the uv for you meaning it's better as a temporary solution while you're still working on your model. You can still use it for your final render though it'll produce bad results for more complex models and/or textures. so if you're working on something simple, you might be able to get away with just using this.

Hope this helps
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Iefy Dec 8, 2024 @ 6:13pm 
Here's some brief explanations from my experience with them:

Angle Based - good for preserving angles and curved surfaces. For example, if you model a dog, you might want to use angle based for the best results to prevent distortion in the crevices between the torso, face and legs.

Conformal - better for flatter objects. If you're making a desk, you might want to use conformal. It sort of just tells blender "this surface is flat" so it won't be unwrapping expecting curves.

Minimal stretch - If you're in a situation where there's geometry that's tightly packed together, like a really aggressive curve or something it will help keep it's quality whereas other options might causing artifacting. I find this useful for things with more detail packed into it. You likely won't need it as much as the others but is extremely helpful when you do.

Smart UV - it automatically generates the uv for you meaning it's better as a temporary solution while you're still working on your model. You can still use it for your final render though it'll produce bad results for more complex models and/or textures. so if you're working on something simple, you might be able to get away with just using this.

Hope this helps
Last edited by Iefy; Dec 8, 2024 @ 6:16pm
Kemzick Dec 8, 2024 @ 6:34pm 
Originally posted by NE4R Iefy:
Here's some brief explanations from my experience with them:

Angle Based - good for preserving angles and curved surfaces. For example, if you model a dog, you might want to use angle based for the best results to prevent distortion in the crevices between the torso, face and legs.

Conformal - better for flatter objects. If you're making a desk, you might want to use conformal. It sort of just tells blender "this surface is flat" so it won't be unwrapping expecting curves.

Minimal stretch - If you're in a situation where there's geometry that's tightly packed together, like a really aggressive curve or something it will help keep it's quality whereas other options might causing artifacting. I find this useful for things with more detail packed into it. You likely won't need it as much as the others but is extremely helpful when you do.

Smart UV - it automatically generates the uv for you meaning it's better as a temporary solution while you're still working on your model. You can still use it for your final render though it'll produce bad results for more complex models and/or textures. so if you're working on something simple, you might be able to get away with just using this.

Hope this helps

Awesome, I appreciate your comment and the time that took you to write all of this !

One last question would be, which one would aim more towards the previous "regular/default" unwrap, as my old models have been marked with a seam and unwrapped using the old method.

When I tried to unwrap it with any of those three options, it didn't give me nowhere near the results as the old method did, I am just trying to avoid of re-seaming it and re-unwrapping it. Thank you !
Last edited by Kemzick; Dec 8, 2024 @ 6:35pm
Iefy Dec 9, 2024 @ 6:00pm 
Originally posted by Kemzick:
Originally posted by NE4R Iefy:
Here's some brief explanations from my experience with them:

Angle Based - good for preserving angles and curved surfaces. For example, if you model a dog, you might want to use angle based for the best results to prevent distortion in the crevices between the torso, face and legs.

Conformal - better for flatter objects. If you're making a desk, you might want to use conformal. It sort of just tells blender "this surface is flat" so it won't be unwrapping expecting curves.

Minimal stretch - If you're in a situation where there's geometry that's tightly packed together, like a really aggressive curve or something it will help keep it's quality whereas other options might causing artifacting. I find this useful for things with more detail packed into it. You likely won't need it as much as the others but is extremely helpful when you do.

Smart UV - it automatically generates the uv for you meaning it's better as a temporary solution while you're still working on your model. You can still use it for your final render though it'll produce bad results for more complex models and/or textures. so if you're working on something simple, you might be able to get away with just using this.

Hope this helps

Awesome, I appreciate your comment and the time that took you to write all of this !

One last question would be, which one would aim more towards the previous "regular/default" unwrap, as my old models have been marked with a seam and unwrapped using the old method.

When I tried to unwrap it with any of those three options, it didn't give me nowhere near the results as the old method did, I am just trying to avoid of re-seaming it and re-unwrapping it. Thank you !
Hey, sorry it took a while to respond.

I don't believe the old unwrap actually exists in blender anymore. Though if I had to say which one might feel the most similar, I'd probably say Angle-Based.

Though I would strongly suggest getting familiar with all of the options as they all have their different use purposes.
Kemzick Dec 9, 2024 @ 7:03pm 
Originally posted by NE4R Iefy:
Originally posted by Kemzick:

Awesome, I appreciate your comment and the time that took you to write all of this !

One last question would be, which one would aim more towards the previous "regular/default" unwrap, as my old models have been marked with a seam and unwrapped using the old method.

When I tried to unwrap it with any of those three options, it didn't give me nowhere near the results as the old method did, I am just trying to avoid of re-seaming it and re-unwrapping it. Thank you !
Hey, sorry it took a while to respond.

I don't believe the old unwrap actually exists in blender anymore. Though if I had to say which one might feel the most similar, I'd probably say Angle-Based.

Though I would strongly suggest getting familiar with all of the options as they all have their different use purposes.

No worries. Got cha, thank you!
Pricklylitz Dec 9, 2024 @ 9:41pm 
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Date Posted: Dec 8, 2024 @ 11:13am
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