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Maber

UV beginner confusion

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I'm trying to unwrap a part of an object which I've downloaded here: https://gumroad.com/l/IvpCQ (in Cinema 4D). I'm using the ngon version ...

The top of the case to be precise. I'm planning to import it then to Substance Painter. I guess for the most parts the automatic function (Paint Setup Wizard) is good enough.

But because the top will be seen very close I thought I had to Uv-unwrap this part by hand. But ... it's very time consuming and extremly fiddling to select all the polygons. The idea was to separate the top, front, back, left and right, unrwap it using a frontal projection, then Uv Terrace it together. Does this approach make sense? Is there a better way? Needs the model adjustments? Any help would be greatly appreciated!

 

1.jpg

2.jpg

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Hi,because  of the way this was modelled it will be better to re model it then trying to unwrap it.

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That's what the mesh should look like: 

mesh.jpg

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  • 19 minutes ago, digitvisions said:

    Hi,because  of the way this was modelled it will be better to re model it then trying to unwrap it.

    Thanks! So there's no way uving this without re modeling it? Really starting from scratch no easy way of untriangulation or some kind of sorcery?! I guess the other available version is not helpful neither:

     

    3.jpg

     

    I'm wondering how he made it look like this then:

     

    image.thumb.png.718284c2a54eec401f1ad75c6e879655.png

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    10 minutes ago, Miguel Faber said:

    I'm wondering how he made it look like this then:

    There isn't necessarily any UV mapping involved in that texture. All the scratches and whatnot could come from layered materials and vertex maps / inverse AO. It is not impossible to UV what you have now, but it will be extremely painstaking and frustrating to try and select everything. I'd think about if this actually needs UVing, but if it does then I too would just build it again properly !

     

    CBR

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    I think it could be unwrapped easier with RizomUV. Would be a bit more tedious since it's triangles, but it's possible. Just messing around with a few of the pieces. There are some topology errors in some spots though.

     

    When the Quad Remesher plugin is released for C4D, I think it would be possible to convert this to quads and unwrap it even better. 

    box.png

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