Hi!! Iām just curious to know whatās the easiest way to create a UV map for a part youāve made from scratch? Iāve been struggling a lot recently and canāt figure it out.
you have to setĀ ācracksā on your object! without cracks, auto-UV unwrap wouldnāt be able to set your UV maps appropriately. iām using Metasequoia 4 for this but i think any program works similarly
the easiest way to select cracks is to use Edge Loop when selecting a line on your object. hereās an example of what i meant
you donāt necessarily have to use Edge Loop, you can use the Normal selection as well, tho Edge Loop helps to select the whole line automatically. i just use Normal selection if Edge Loop ends up selecting the wrong crack
for this, you need to know how to determine your cracks. for this shirt, iāve set the cracks on the shoulder, sleeve, and frill areas, so mine looks like this
before using auto-UV Unwrap, you can set your object to a designated material aka texture beforehand, and your texture can be blank at this moment. this is for you to determine the placing of your uv mappings later on
to do this just select your object and go through Selected -> Set material to faces
once youāve done that, go to Mapping -> Auto-Unwrap-> Execute. youāll be greeted with this panel right here
you donāt need to mess around with this, but you can try so anyway! your choice of Algorithm depends on your objectās poly count. if itās too high poly, itās best to useĀ āFor many polygonsā. other than that just leave it be. after that, youāll get something like this
the red outline shows that those bits arenāt connected or i made a mistake while selecting the cracks, so auto-Unwrap registered it as different cracks. i probably forgot to connect the vertices when i made that object LMAO
extra: @wishuponacrane suggested to use Angle BaseĀ For many polygonsĀ for the algorithm bc it mirrors your UV maps! woopsie,,,
here you can go adjust your UV maps! you can rotate, resize, even align them! just edit them to you likings haha
and thatās how you can set your UV maps through Metaseq 4!Ā