I'm getting really frustrated with UV's, I'm quite new to 3D but for the few models I've made i've had constant problems with the UVs which have ultimately ended up with me abandoning the model because they look like shit or the textures constantly break.
Are there any good resources on a workflow for getting UVs right, how did you learn how to do it properly? I just wanna make lowpoly waifus.
>>501851
learn about UV seams. Use Maya. The new 3D unwrap is just fucking sick, you have to be a complete retard to fail at it now
Is it normal for it to take so long, I have a model that is sub 1000 polys and its taking me hours and hours and hours to finish the UV which ends up not even working very well.
>>501868
it should take 3 seconds
>>501868
what program ur using
>>501873
Blender.
>>501874
don't use that, export as obj and import in max/maya, i'll help you or even do it for you if you show proof
>>501874
1.do regular unwrap with seams
2.go to UV editor
3.select all the overlapping faces - press Y to cut them from island
4.use G to grab and S to scale
5.use snapping so you can snap any faces you want to other face
arrange everything until you get desired results
too bad that in UV's you can't snap to edges, only to vertex and increments
>>501880
more shortcuts
use R to rotate
use B to group select
i think you have something with
you also something called sticky selection mode but i don't know how to use it
>>501882
did you watch any tutorial on unwrapping?
unwrapping shouldn't be pinpoint accurate unless you uses pre-made textures
>>501884
seems like edge bleeding and overlapping faces
edge bleeding happens if you paint with face selection masking, then you have to scale down the UV's so they won't have edge bleeds
or try to get a different plugin that unwraps the model with bigger islands that don't bleed
>>501886
i should mention that this is a blender problem
when i use zbrush uv unwrapping it creates an island for everything and it don't overlap or bleed white
>>501886
Yeah thats exactly what i was doing, I will have a look for a plugin, thank you.
>Not using zbrush's uvmaster and never having to uv manage again