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Posted 17 April 2013 - 06:51 PM

You don't always have to have seems and there is no rule on seams. If you were to unwrap a sphere, obviously you can't just Project UV from view because of the roundess he uv's will not lay flat once the surface curves away from the view.

Your goal in unwrapping is to have every surface project from its normal direction so that it is as flat as possible. In other words its 2D uv coords should look and be as close as possible to how the surface looks in 3d on the object. Further a perfect square should not be a rectangle that is 10x100, the proportion is wrong, 10x10, or 100x100 is what you want.

You can always project from view instead of making seams. For example a box shouldnt have seams, just view the sides from left,right,top and select those specific faces and unwrap->project from view.

This might help, check out the texturing part (2nd video)

www.blenderartists.org

Posted 17 April 2013 - 06:51 PM

You don't always have to have seems and there is no rule on seams. If you were to unwrap a sphere, obviously you can't just Project UV from view because of the roundess he uv's will not lay flat once the surface curves away from the view.

Your goal in unwrapping is to have every surface project from its normal direction so that it is as flat as possible. In other words its 2D uv coords should look and be as close as possible to how the surface looks in 3d on the object. Further a perfect square should not be a rectangle that is 10x100, the proportion is wrong, 10x10, or 100x100 is what you want.

You can always project from view instead of making seams. For example a box shouldnt have seams, just view the sides from left,right,top and select those specific faces and unwrap->project from view.

This might help, check out the texturing part (2nd video)

www.blenderartists.org

Posted 17 April 2013 - 06:51 PM

You don't always have to have seems and there is no rule on seams. If you were to unwrap a sphere, obviously you can't just Project UV from view because of the roundess he uv's will not lay flat once the surface curves away from the view.

Your goal in unwrapping is to have every surface project from its normal direction so that it is as flat as possible. In other words its 2D uv coords should look and be as close as possible to how the surface looks in 3d on the object. Further a perfect square should not be a rectangle that is 10x100, the proportion is wrong, 10x10, or 100x100 is what you want.

You can always project from view instead of making seams. For example a box shouldnt have seams, just view the sides from left,right,top and select those specific faces and unwrap->project from view.

This might help, check out the texturing part (2nd video)

www.blenderartists.org

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