Vazza
03-28-2007, 10:55 PM
I've been pulling my hair out trying to get my Bear model mapped so I thought it best to ask here. I think I've got a grasp on the basic use of the tools, but what I'm really stumped on is how I should be laying the UV's out.
As an example, I've mapped each arm of my bear in a different way:
http://www.asro95.dsl.pipex.com/3dstuff/uvw_question.jpg
The arm on the left has been layed out as flat as possible, and to avoid distortion I've left a lot of vertices unwelded. Now, this looks great in the viewports with a checker pattern applied, but I realize that's it's going to cause me some headaches when it comes to painting textures because of the open seams.
The arm on the right has been stitched into one flattened out piece with one single seam running around the outside. To achieve this, I had to deform some of the polygon shapes and no amount of pulling vertices around seems to give such a good undistorted checker pattern in the viewport, but would make it easier when it comes to painting textures, even if they are likely to appear stretched in places.
So, what I'm wondering is...what is the best way to go about the process? Should I leave a lot of unstitched vertices and have virtually no stretching but problems later on, or should I just continue to try pulling vertices around on the "welded" version?
As an example, I've mapped each arm of my bear in a different way:
http://www.asro95.dsl.pipex.com/3dstuff/uvw_question.jpg
The arm on the left has been layed out as flat as possible, and to avoid distortion I've left a lot of vertices unwelded. Now, this looks great in the viewports with a checker pattern applied, but I realize that's it's going to cause me some headaches when it comes to painting textures because of the open seams.
The arm on the right has been stitched into one flattened out piece with one single seam running around the outside. To achieve this, I had to deform some of the polygon shapes and no amount of pulling vertices around seems to give such a good undistorted checker pattern in the viewport, but would make it easier when it comes to painting textures, even if they are likely to appear stretched in places.
So, what I'm wondering is...what is the best way to go about the process? Should I leave a lot of unstitched vertices and have virtually no stretching but problems later on, or should I just continue to try pulling vertices around on the "welded" version?
