The following best practices can help to produce a successful unfold operation:
Remember to map UV texture coordinates |
You can create UVs using any UV mapping technique. The initial shape of the UVs should be free of distortion to avoid long computations when unfolding and to facilitate UV edge selection for cuts. See Mapping UVs. |
Plan your cuts |
Plan your cuts to obtain the best unfolded result. The better the cuts, the better the correlation between the original mesh and its corresponding UV shell. Anticipate that cuts will result in texture mismatches along edges, and locate edges on the model where they are least visible. For example, make cuts under the arms or on the back of the legs of a character. |
Consider the UVs you want to pin |
Pinned UVs provide an anchor around which other UVs can be unfolded. If you don't pin at least one UV when unfolding a UV shell, the shell may unfold into a very tiny mesh or an undesirable shape. For symmetrical meshes, pinning UVs along the line of symmetry maintains the shape of the shell. Note: Pinning options are only available when you use the
Legacy unfold
Method (See
Unfold UVs options). The
Smooth UV Tool and the
Unfold3D unfold
Method automatically pin unselected UVs. See
Unfold a UV mesh.
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