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manual/modeling/meshes/uv/unwrapping/seams.rst
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| Seams | Seams | ||||
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| For many cases, using the Unwrap calculations of Cube, Cylinder, Sphere, or best fit will produce a good UV layout. | For many cases, using the Unwrap calculations of Cube, Cylinder, Sphere, or best fit will produce a good UV layout. | ||||
| But for more complex meshes, especially those with lots of indentations, | But for more complex meshes, especially those with lots of indentations, | ||||
| you may want to define a *seam* to limit and guide the :ref:`bpy.ops.uv.unwrap` operator. | you may want to define a *seam* to limit and guide the :ref:`bpy.ops.uv.unwrap` operator. | ||||
| Just like in sewing, a seam is where the ends of the image/cloth are sewn together. | Just like in sewing, a seam is where the ends of the image/cloth are sewn together. | ||||
| In unwrapping, the mesh is unwrapped at the seams. | In unwrapping, the mesh is unwrapped at the seams. | ||||
| Think of this method as peeling an orange or skinning an animal. | Think of this method as peeling an orange or skinning an animal. | ||||
| You make a series of cuts in the skin, then peel it off. You could then flatten it out, | You make a series of cuts in the skin, then peel it off. You could then flatten it out, | ||||
| applying some amount of stretching. These cuts are the same as seams. | applying some amount of stretching. These cuts are the same as seams. | ||||
| .. figure:: /images/modeling_meshes_uv_unwrapping_seams_simple.png | .. figure:: /images/modeling_meshes_uv_unwrapping_seams_cylinder.png | ||||
| Simple seam on a cylinder. | Simple seam on a cylinder. | ||||
| When using this method, you need to be aware of how much stretching there is. | When using this method, you need to be aware of how much stretching there is. | ||||
| The more seams there are, the less stretching there is, | The more seams there are, the less stretching there is, | ||||
| but this is often an issue for the texturing process. | but this is often an issue for the texturing process. | ||||
| It is a good idea to have as few seams as possible while having the least amount of stretching. | It is a good idea to have as few seams as possible while having the least amount of stretching. | ||||
| Try to hide seams where they will not be seen. In productions where 3D paint is used, | Try to hide seams where they will not be seen. In productions where 3D paint is used, | ||||
| this becomes less of an issue, as projection painting can easily deal with seams, | this becomes less of an issue, as projection painting can easily deal with seams, | ||||
| as opposed to 2D texturing, where it is difficult to match the edges of different UV islands. | as opposed to 2D texturing, where it is difficult to match the edges of different UV islands. | ||||
| The workflow is the following: | The workflow is the following: | ||||
| #. Create seams. | #. Mark seams. | ||||
| #. Unwrap. | #. Unwrap. | ||||
| #. Adjust seams and repeat. | #. Adjust seams and repeat. | ||||
| #. Manually adjust UVs. | #. Manually adjust UVs. | ||||
| .. _bpy.ops.uv.mark_seam: | .. _bpy.ops.uv.mark_seam: | ||||
| Mark Seam | Mark Seam | ||||
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