UV not showing checkered pattern on certain UV shells

LabyrinthFire
Enthusiast

UV not showing checkered pattern on certain UV shells

LabyrinthFire
Enthusiast
Enthusiast

for some reason the uv shells don't show checkered pattern check screenshots

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mspeer
Consultant
Consultant

Hi!

Maybe some UVs are missing or the UV area is too small and shows only a single quad.

For further help, please upload a scene-file.

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LabyrinthFire
Enthusiast
Enthusiast

did you see the screenshots? here is a file for some reason its not making a uv shell for top n bottom its just a quick bed to show what was happening

 

here's a down link for the maya file

 

https://1drv.ms/u/s!At_7ToBiQptHsDmTpEXEO_jS-u08?e=1GzjrE

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damaggio
Mentor
Mentor

Those faces are not mapped, just do an automatic mapping on the whole mesh.

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LabyrinthFire
Enthusiast
Enthusiast
I don’t like automatic I use the planar then cut around edges then unfold it and I know that already I don’t get why the way i did it doesn’t work
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mspeer
Consultant
Consultant

Hi!

Unfold does not change the size (map area) of UV Shells, so your workflow does not work here, as some part of your UVs have a size (area) of "0" when using Planar Mapping with this mesh (or more general, using a projection axis which is perpendicular to the orientation of some faces).

Theses are your options

- Change the projection axis

- use an other mapping method

- edit your UVs manual before using Unfold

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damaggio
Mentor
Mentor

Hi Nick, automatic is by far the fastest and best method for meshes like this specially for beginners, planar mapping can be use too but you must know exactly what you are doing with it.

your mesh has a lot of unnecessary loops around, any special reason for those?

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LabyrinthFire
Enthusiast
Enthusiast
To keep the edge sharp when smoothed I didn’t want a rounded corner bed
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damaggio
Mentor
Mentor

That's not the right way , you only need supporting loops for the edges, not edges going across the mesh, they are not doing anything, just making the mesh heavier, also a lot of times for hard objects like architecture you don't use SubD, you can just bevel or bevel in the shader.... but it's okay for now ,you'll improve in the future.

Good luck on the texturing part.

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LabyrinthFire
Enthusiast
Enthusiast
How else is there to do it I know there’s the bevel but that puts extra lines everywhere
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damaggio
Mentor
Mentor

Edge loops put way more lines than a bevel.

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