general:uv_workspace:uv_workflow

1. Import your object

2. Switch to the UV room
(optional) clear seams and start from scratch if its something that's not been UV'ed before or if its something that's been edited too much to keep the seams.
(alt optional) Auto seams is another good place to start. 3DCoat will try to best guess where the seams should be.
(alt 2 optional) Sharp Seams is another auto seams best used for mechanical objects as a starting point.

3. You can try both and just undo or clear seams at any point.

4. Clicking on an edge creates a seam. Holding Ctrl while clicking removes a seam

5. Make sure to cut/add seams to corner edges to help the shape unfold. If you see an area too red or too blue it means there will be a lot of unfolded distortion in that area and you might want to try to cut more seams around it to help the island better unfold.

6. Completely cutting an area off automatically creates a new UV island, and the interface will update with new color patch for that section.
At this point the UV previewer is showing what will unwrap when you actually unwrap it, but currently its not yet unwrapped.

7. Now that we click unwrap we can see how well the unfolding process worked.

8. (optional) You can rotate and scale the islands a bit to either exaggerate the more important parts (scale them up) and/or to reduce the space between islands.
(optional) Use the brush to smudge areas of the island to finish the unfold.

9. We now apply the UV's the the mesh. Its important to note that we have been editing the UV layout but we've not yet applied them to the mesh. If we export w/o applying or move back to the paint room now the old UV's will still exist. This is good for trying out different things with your UV set w/o actually changing anything until you are ready.

10. Move back to the paint room and check your UV's have been updated.

  • general/uv_workspace/uv_workflow.txt
  • Last modified: 2019/10/08 11:38
  • by carlosan