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🧵 Low poly UV unwrapping

Anonymous No. 1007603

I've been shittily 3d modeling for a while now but UV unwrapping has always fucked with me. How in the hell is the MG model nice and flat, but blender outputs my UV all fucked up? Do I literally have to go in manually and pin each vertex into the pixel perfect position? Am I just retarded and just not doing it right> Most tutorials that cover low poly modeling in blender just use minecraft square-esque models and shit so it doesn't help me out since mine are more triangular.

Anonymous No. 1007604

>>1007603
just, like, select a whole line of vertices you want to be straight and scale to 0 on the relevant axis

Anonymous No. 1007607

>>1007604
I had tried that but I assumed there would have been a better way to do it.

Anonymous No. 1007611

>>1007607
you're in low polyland. You dont need a fancy tool to interpolate millions of vertices into a perfect rectangle. You can do it by hand.

Anonymous No. 1007613

>>1007607
That anon is right, that's how I do it too. Around 1K or under it's very easy to just Alt + Click and S + 0 a couple dozen times. It's a pain in the ass and might take you a good 20 minutes, but it works. There are plugins that do that too but I've never used one so I can't comment on that.

Anonymous No. 1007616

>>1007611
>>1007613
Thanks. It felt hacky but if it works it works I guess.

Anonymous No. 1007619

>>1007616
You need to look into using different unwrappers from just the default unwrap, which is for organic stuff.
https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
Like a cylinder unwrap will mostly correctly take care of of the arms and legs in your pic, maybe even the torso

Anonymous No. 1007620

If you absolutely want full control over UV unwrapping you can always do it with geometry nodes.
All you need is a 2d vector edge corner attribute.
Writing a vector to it will use the xy coordinate.
Also if you want to use cylindrical projection you can just make your model out of cylinder primitives that are already uv mapped, just move the uv coordinates to the right places.
This is useful for clothing where you want to make sure the texture follows the wave of cloth.

Anonymous No. 1007648

>>1007620
I mean if they want full control they do it by hand like explained, not through the whole geometry node rigmarole.

Anonymous No. 1007649

>>1007603
i use roadkill

Anonymous No. 1007650

get roadkill

itll make your life easier

https://www.pullin-shapes.co.uk/a-comprehensive-guide-to-roadkill-uv-unwrapping-made-easy.html

Anonymous No. 1007652

>>1007613
>>1007650
This is not normal anons, stop using blender. It lies, it’s not how 3D works and it shouldn’t take 20 minutes for UV editing. You’re wasting time and money.

Anonymous No. 1007656

>>1007649
>>1007650
Hmmm... I might try that. Can I get it for BLENDER??

Anonymous No. 1007659

>>1007656
Roadkill is literally blenders UV mapping code. I don't know about the paid version.
Blender has addons to straighten uvs that work like a charm