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3 Dimensional Chat / Blender UV Unwrap - Stretching?

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BMacZero
19
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 21st Dec 2010 20:21

I've had this problem with unwrapping in Blender before but it's never really bothered me enough to ask about it. When I unwrap models that are largely square (as opposed to organic), it unwraps plain, flat faces just fine. However, if there is a flat area that is composed of multiple faces, as the one above that has holes cut in it, Blender usually distorts it.

Does anyone know if there is a good way to fix or avoid this?

Link102
20
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Joined: 1st Dec 2004
Location: On your head, weeeeee!
Posted: 21st Dec 2010 21:42 Edited at: 21st Dec 2010 21:43
Add more marked seams.
And think papercraft when unwrapping.

The distortion is happening because blender can't unfold the model correctly while still having all vertices (on the uv) touch.

BMacZero
19
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Location: E:/ NA / USA
Posted: 23rd Dec 2010 02:40
The thing is, all those triangles form one flat face overall. It should be able to unfold just as well as a contiguous flat plane would, but it doesn't.

Slayer
21
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Joined: 15th Nov 2003
Location: CA
Posted: 23rd Dec 2010 03:34
The best way to do it in blender for me is to unwrap the model
and in Edit mode go to your mesh options and select "edge length"

in uv options press "n" and select a vortex and change the median
x and y to match the length of the objects edge length.

Also select a few vortexes and press "w" and select auto align to make a row or seam straight...

I dont know how to spell
Madscientist
15
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Joined: 23rd Aug 2009
Location: Between a rock and a hard place
Posted: 23rd Dec 2010 03:45
You can also try using conformal unwrapping instead of angle based. This option is under the UV Calculation tab in edit mode.

My computer surpasses all the technologies of the day. What computer do I have?

BMacZero
19
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 23rd Dec 2010 05:18
Madscientist, that works like a treat! Thanks much to all of you .

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