I need help with UVW Unwrap

I need help with UVW Unwrap

Anonymous
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Message 1 of 7

I need help with UVW Unwrap

Anonymous
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Hi, as you can see in the photos, I've modeled a coffee table, and now I want to unwrap it.

The thing is that when I peel it gets weirdly unwrapped causing distortions on the checker map. Could the topology be wrong and because of it I have hard time unwrapping it? If so, how can I make the topology proper or how can I unwrap these side table pieces properly?Pic1.png

 

Pic2.png

 

Pic3.png

 

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Message 2 of 7

10DSpace
Advisor
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@Anonymous 

 

There are a couple of ways to improve your unwrap.  Using "Relax" (Tools>Relax) on the selected wonky UV islands and/or using Quick Peel on them.  Sometimes you have to try both before you find what works best for your particular mesh and islands.   Also, to avoid stretching it usually helps to break the wonky UV islands into smaller chunks and then apply Relax or Quick peel on the smaller islands.  You will also get better use of your UV tile space with smaller islands.  Hope this helps. 

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Message 3 of 7

10DSpace
Advisor
Advisor

@Anonymous 

 

Quick Planar Map can also work well on selections that are (obviously) mostly but not necessarily completely coplanar;  sometimes you need to follow this up with "Relax".

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Message 4 of 7

Anonymous
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If I try to Relax it, this happens. Could I do it with the straighten option? I ve tried that too but the spacing gets really messy

konbakas_0-1598980844784.png

 

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Message 5 of 7

10DSpace
Advisor
Advisor

@Anonymous 

 

Not being sure exactly which polys you have unwrapped where, I think the easiest way for me to help you would be if you post your Max file here.  Please make sure to post it as Max 2020 or earlier version as I do not have Max 2021 installed.  I will take a look and explain what I find and do. 

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Message 6 of 7

Anonymous
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Sure, here 🙂

 

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Message 7 of 7

10DSpace
Advisor
Advisor

@Anonymous 

 

Depending on how you plan to texture your coffee table you can take different approaches that range from a 1 click solution (Flatten Mapping with the default settings) to more labor intensive guided unwrapping using various techniques.  If you are planning to texture the table in an external 3D Paint program like Substance Painter (or paint it in Zbrush) , then the 1 click solution is fine.  On the other hand, if  you plan to place the textures on specific areas of the table in Photoshop, then creating UV islands that are more “human readable” may be worth it.  

 

Your original unwrapping start had UV islands that were not properly flattened and were overlapping (see first image below). 

 

 

Coffee table Unwrap_Original.png

 

Since with unwrapping you are generally trying to create a 2D representation of the surface of your object with no overlapping UV islands, the quick and dirty way of doing this in Max is “Flatten Mapping" (Mapping>Flatten mapping).  See the image below.   

 

Coffee Table_Flatten mapping.png

 

 

In the case of your coffee table, This actually creates islands that are human readable enough that even if you plan to texture it in Photoshop I would not go further. 

 

But since you are using a Student Version of Max, I will assume that this is part of a learning exercise, and for some meshes, the quick and dirty flatten mapping unwrap can create some small and difficult to read UV islands.  In this case, you can use a combination of select by angle followed by Quick planar map to control the unwrapping.  (See next image).

 

Coffee table Guided unwrapping.png

 

Lastly, you may already know this, but I will mention that in cases where you are applying a material with no texture maps at all or only procedural maps (e.g., gradient ramp, noise) you do not  need to unwrap at all, but instead simply apply a UVW Map modifier and select a mapping type (e.g., Planar, Cylindrical, Box,etc)  appropriate to the shape of your mesh.      Hope this helps. 

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