Member pBarrelas Posted September 10, 2015 Member Report Share Posted September 10, 2015 Hello, I'd like to know what is the right workflow to unwrap a mesh like a curved road or pipes. In Modo or C4D we can use UVPeeler that straightens the UVs through an edge loop selection. Is there a way to achieve the same result in 3D-Coat? Quote Link to comment Share on other sites More sharing options...
Member janpec1000 Posted September 11, 2015 Member Report Share Posted September 11, 2015 Very easy. For pipe you make seams on each end of pipe trough cylinder edge. Pipe body UVs will be straightened 100% if you use GU unwraping method (from UV tool menu), LSCM also does alright job though. Quote Link to comment Share on other sites More sharing options...
Member pBarrelas Posted September 11, 2015 Author Member Report Share Posted September 11, 2015 Very easy. For pipe you make seams on each end of pipe trough cylinder edge. Pipe body UVs will be straightened 100% if you use GU unwraping method (from UV tool menu), LSCM also does alright job though. Thanks for reply but that already tried that on straight pipes but the problem is when dealing with curved ones. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted September 13, 2015 Reputable Contributor Report Share Posted September 13, 2015 Thanks for reply but that already tried that on straight pipes but the problem is when dealing with curved ones. Doesn't matter. Seams on the ends (along the edge) > one long seam down the middle > Click UNWRAP. You have a PLANAR projection buttom that you can click on the Island in the preview panel (after you initially UNWRAP) > click PLANAR, if that works better for you. Quote Link to comment Share on other sites More sharing options...
Advanced Member vidi Posted September 14, 2015 Advanced Member Report Share Posted September 14, 2015 Funny, I had recently the same question. And the answer was, 3D coat do not have such a straighten funktion via push button . Planar and all this option do not the job. Therefore I use always Headus UV Layout, for my UV mapping, it incredible great and all done with only a fingertip. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted September 14, 2015 Report Share Posted September 14, 2015 Yup, UVpeeler will be a great addition +1 Quote Link to comment Share on other sites More sharing options...
Member pBarrelas Posted September 14, 2015 Author Member Report Share Posted September 14, 2015 (edited) Doesn't matter. Seams on the ends (along the edge) > one long seam down the middle > Click UNWRAP. You have a PLANAR projection buttom that you can click on the Island in the preview panel (after you initially UNWRAP) > click PLANAR, if that works better for you. Thanks for the tip but sadly that doesn't do it! Definitely we need a UV Peeler in 3D-Coat! For now I'll have to do it in C4D! Edited September 14, 2015 by pBarrelas Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted September 14, 2015 Reputable Contributor Report Share Posted September 14, 2015 Thanks for the tip but sadly that doesn't do it! Definitely we need a UV Peeler in 3D-Coat! For now I'll have to do it in C4D! You have a UV peeler...it's called UNWRAP. You have some tools to quickly select edge loops + edge rings > straighten vertically, and the option to make equidistant. Problem is, on irregular shaped objects like that cord, it looks worse than just using stand GU unfolding. I recorded a video showing this. The stand method of selecting your seams > UNWRAP was the best way to go, period. 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted September 14, 2015 Reputable Contributor Report Share Posted September 14, 2015 In EDGES mode, select an edge > EDGE LOOP > EDGE RING > VERTICAL give you this: Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted September 14, 2015 Reputable Contributor Report Share Posted September 14, 2015 Then, doing likewise for horizontal edges gives you this: Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted September 14, 2015 Reputable Contributor Report Share Posted September 14, 2015 Then clicking EQUIDISTANT, gives you this: Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted September 14, 2015 Reputable Contributor Report Share Posted September 14, 2015 ....Conclusion: Good seams > Unwrap is the best way to go, and you probably couldn't get a better result in C4D or Headus UV Layout (which probably uses ABF unfolding) Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted September 14, 2015 Reputable Contributor Report Share Posted September 14, 2015 Just because the island looks cleaner in the UV space it doesn't mean it looks cleaner on the model. GU takes curvature/shape of the model in 3D space into account, as well as the 2D UV space. That's why the islands may not always come out looking perfectly straight. Quote Link to comment Share on other sites More sharing options...
Member janpec1000 Posted September 14, 2015 Member Report Share Posted September 14, 2015 (edited) Not sure if i get it correctly, what else besides Unwrap would one use? How could you properly unwrap model without using unwrap function no matter which peeling method you use? I always use clear seams - make seams - unwrap, and then peel each selected island under GU if it isnt already. Edited September 14, 2015 by janpec1000 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted September 14, 2015 Reputable Contributor Report Share Posted September 14, 2015 Not sure if i get it correctly, what else besides Unwrap would one use? How could you properly unwrap model without using unwrap function no matter which peeling method you use? I always use clear seams - make seams - unwrap, and then peel each selected island under GU if it isnt already. PEEL in 3ds Max = Unwrap. That's what I meant. GU works best in practically all meshes I've worked with since it was implemented in 4.1. Andrew developed it, himself, and it's better than ABF++ or LSCM. In the test above, it works even better than making all edgeloops and rings straight. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted September 14, 2015 Reputable Contributor Report Share Posted September 14, 2015 ....so, with that in mind, why would you NEED to do anything else after selecting your seams > UNWRAP? So it looks prettier in UV space? Clean and straight in the UV space doesn't necessarily = clean on the model, as you can see demonstrated in the images above. Quote Link to comment Share on other sites More sharing options...
Advanced Member vidi Posted September 14, 2015 Advanced Member Report Share Posted September 14, 2015 (edited) ....so, with that in mind, why would you NEED to do anything else after selecting your seams > UNWRAP? So it looks prettier in UV space? Clean and straight in the UV space doesn't necessarily = clean on the model, as you can see demonstrated in the images above. Special task needs special Methode . In my case I needs it for many curved Hair strands , that easily fit with a straight painted Hair Texture. Curved Cluster looks bad in this case Actually that means now to go the opposite way and it is also much more efficient Not the texture followed the Cluster, but the cluster followed the texture. Also with this way, fits easily a uniform Weight Map for Softbody PhysiX. If you have many strands, belive me, is nice to have such a batch funktion with only one a mouse click Edited September 14, 2015 by vidi Quote Link to comment Share on other sites More sharing options...
Member pBarrelas Posted September 15, 2015 Author Member Report Share Posted September 15, 2015 (edited) @AbnRanger Thanks for the tips. Unfortunately I wasn't able to find specific information about this. By the way, which version are you using? I'm using 4.5.03 and I can't find those tools you're referring to under the Selected menu: -To Line -Equidistant -Horizontal -Vertical -Edge Loop -Edge Ring Edited September 15, 2015 by pBarrelas Quote Link to comment Share on other sites More sharing options...
Member pBarrelas Posted September 15, 2015 Author Member Report Share Posted September 15, 2015 OK, I forgot to switch to EDGES at the top menu! Quote Link to comment Share on other sites More sharing options...
Member janpec1000 Posted September 15, 2015 Member Report Share Posted September 15, 2015 PEEL in 3ds Max = Unwrap. That's what I meant. GU works best in practically all meshes I've worked with since it was implemented in 4.1. Andrew developed it, himself, and it's better than ABF++ or LSCM. In the test above, it works even better than making all edgeloops and rings straight. Ye exactly. Impressive thing that GU method, i was quite happy most of time with LSCM before, but with GU there is now hardly any model that needs some retouches of UVs in 3ds max. Quote Link to comment Share on other sites More sharing options...
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