This plugin does NOT magically rip great UV maps.
BUT it is a good tool to use during manual "pelting" to minimise stretching.
I use it this way:
STEP 1 -
Manually rip a map, stretch tweak and tidy it a bit by hand, then run "relax UVs" to take out some of the distortion. (Check "Lock boundary" and "Quad Substructure")
Then manually fix any issues caused by "relax UV".
- it may have caused overlap around holes: eyes, mouth, ears
STEP 2 -
Set up dual window display, one side UV display and the other textured wire, perspective view.
In surface editor assign a checkered test texture to the surface using the new UV map. Select the polys where the texture has the most stretching, and run "relax UVs" again on those polys only. You may need to go back (undo) deselect some polys and rerun "relax UVs", to isolate the relax area of effect.
STEP 3 -
Now, instead of a mess of distortion, your checkered test texture is largely pretty cool, with some small areas of obvious stretching. On the textured wire perspective view you can select points where the texture is stretched, and move the points in the UV display window, to make your UV map rad in a relatively short space of time.
NOTE: when manipulating points in the UV window, transform UV map -50% on the U axis, then activate symmetry.
(Selecting a point and moving with the "T" move tool will move the other side in symmetry, the DRAG tool unfortunately doesn't work in symmetry yet in this particular context.)
Wednesday, June 01, 2005
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