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Blender UV mapping

Messages
167
Country
netherlands
Hi guys,

does someone have a good idea how to UV map a model like mine?
When doing 'project from view', it doesn't look to good. I wonder how others do stuff like this.
As said in the titel, I use Blender (2.75).
Extra 330 wireframe.JPG


Cheers,
Daniël
 

Dutcheeseblend

Resource contributor
Messages
1,541
Country
netherlands
Hi!

If I were you, I'd make a seam at B (and another one at a sufficient place at the bottom), then project the fuselage from view. The area at A can then be manually modified to obtain a correct mapping. So, pull with the verts on the UV sheet until the faces have roughly the same ratios as on the mesh itself.
The area above B can be projected from top view.

upload_2017-5-23_20-58-45.png


Hope that's clear ;) Let us know if you get stuck again.

Daan
 

Heretic

Resource contributor
Messages
6,830
Country
germany
In 3ds Max, you can map objects from its polygon's normals. If Blender has something similar, try it.
 

Milton_Shupe

Resource contributor
Messages
331
Country
us-newmexico
I am probably not the best source for an answer here but my approach is to map 4 sides: left, right, top, bottom.

Any poly that is facing the map direction with less than a 45 degree angle gets on that respective map.
So, in the examples, I have selected the right side polys.
It is obvious that the unselected polys bordering the selected ones have angles exceeding 45 degrees and would cause texture stretching.
It is also obvious then where the delineation for the top and bottom maps start.
 

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Messages
167
Country
netherlands
Thanks guys! That will keep me busy for a while.

@Dutcheeseblend I guess I should do the same for the bottom of the fuselage? (In essence the same as @Milton_Shupe said)

@Ronald I'll take a look at those videos :)

@Heretic It doesn't sound familiar to me, but maybe some Blender expert knows this?

I'll keep you updated!

Cheers,
Daniël
 
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