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Full UV Map Unwrapping


Teriander
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Is it possible to quickly unwrap an object that will utilize all four corners of a UV Map?  For example,  If I have a sphere, how can I tell 3D Coat to unwrap the sphere and stretch the UVs from corner to corner without wasting any space inside the UV map?

Depending on how you have the seams arranged, it isn't likely you are going to get a completely square map for a sphere without a ton of stretching. If you start with a simple mesh patch from the splash screen (UV Mapped model), it will indeed have the entire UV space taken up. But that is because the shape of your UV map is square like the UV texture space is.

 

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I meant to say in the previous post, that the UV ISLAND of the flat poly patch you can choose from the splash screen, is square like the UV space and it's the only island. So, there are a few variables to consider....shape of the object and shape of the UV island. How many other UV islands are being fitted into the same space? Or you overlapping symmetrical islands (like left hand over right hand), etc. As you can see in this video, 3D Coat does a decent job scaling and packing, but you are usually going to find manual adjustments will be necessary to optimize your UV space. Sometimes it does a perfectly fine job for the task/situation but people simply need to understand that automated processes are usually inferior to manual processes.

 

It's sort of like Microwave TV dinners vs. a Home-cooked meal. Sometimes a TV dinner is fine, when you are in a rush. Other times, it's out of the question. You aren't gonna impress the Mrs. with a TV dinner on your wedding Anniversary, if you get what I mean. :)

 

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