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My notes

My notes

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Message 1 of 16

My notes

Anonymous
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My notes on UV Unwrapping for Games and other things

 

UV Unwrapping for Games


Have to decide what need to unwrap / e.g - if prop has seperate attachments that can be customised
2k map standard for games


Golden Rules..***

Apply one smoothing group per UV island


Follow the flow and Avoid hard edges in UV islands - e.g 45 degree angles. - stretching - normal maps effected. Relates to smoothing groups


Avoid zig zagging and distortion as much as you can - Make sure everything is as straight as possible on UV borders - Torus islands should be straightened

--

Clear all smoothing groups
TexTools plugin ****
- tools - smoothing groups from UV shells - caclulates smoothing groups based on UV islands - makes prop ready for texturing ****

--

Chamferzones google drive - shares his free project files

Useful stuff - smartstitch script

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Smart stitch script***

to install script - new script - open - scripts folder - smart stitch - tools - evaluate all - customise user interface - set to shift plus S shortcut for smartstitch

Using smartstitch - selects a break on uv island and presses shortcut and it stitches for you

SS Options - UVeditor - tools
Align clusters - Scale Clusters - checked

Bias - 0

---


Unwrapping Processes..

Isolates a part
Has smoothing groups (watch highpoly special - chamfer modifier and smoothing groups)
Selects whole element - Flatten by smoothing group
Lays out UVs according to smoothing groups! **
Isnt perfect - may have stretching
Select everything - Peel mode (peel does everything that relax does but usually better)
Tex tools - edge mode
Select edges and click align
For parts you wont really see - dont worry too much about hard edge unwrapping

Rescale elements --- sets everything to same density

Selects faces on edge of a curve and does Flatten Mapping - smart stiches to make islands

Selects faces - does Quick Planar

Peel mode

If theres a mess after peel mode - do Pack Custom


To define a UV cut - select edge and click "convert edge to seams"

To straighten two sides of a striaght uv island - select the edges - make loop selection select the top right - press *---* - then select *|* (looks similar - 26min in tut**)

 

Unfold Strip from loop**
Edge ode- define seam - click unfold strip from loop - makes clean unwrap


When all unwrapped - rescale elements button

To layout**
Uncheck rescale under arrange elements
click pack normalize
Change padding to 0.1

look at parts you wont see much and scale them down
repeat the pack normalize


Last step:
Use textools to assign one smothing group to each UV island

Sometimes doesnt apply the hard edge principle to more organic shapes like grenade he wants it all to be one smoothing group

 

 

 

 

 

 

 

 

 

 

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Message 2 of 16

kgokhangurbuz
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I think a moderator should carry this post to 3ds Max tips & tricks topic 

 

thanks!

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