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JustinLeduc

Classic case of UV map on curved object

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Hey guys,

 

Complete UV map noob here. I'm currently attempting to create a UV map for a 3D model of a face mask.

 

2GVE40l.png

 

When I try to create a UV map for the front-side of my face shield (on the "FRONT SELECTION" selection if you check out my attached project file), I keep getting distortions on my generated map.

 

I've tried all types of projections, as well as the UV Peeler, which I learned about while searching on this forum. That said, I don't know how to really use either, so I'm not sure if I should keep playing around with these options or if that'd be a waste of time because of XYZ reason (perhaps the geometry of my mesh, etc).

 

Would very much appreciate any advice/tip you guys might have.

 

Thanks a million in advance for the help. 👏

faceShield_help_01.c4d

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Do you mean something like this?

mask_UV.thumb.png.ab0624f5e8e03bfedbeb82e566ab9c75.png

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@bezo I like your artistic touch.😀

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  • Hey @bezo, thank you so very much! This is perfect for what I need 🙂

     

    May I ask you what you did? I feel like this was an easy task for you, but I could be wrong. I just (hopefully) want to learn something from this.

     

    Thanks a ton once again!

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    If you have a picture of mask and want to adjust UV´s to picture, it could tweaked by many ways. It´s good to know you could unwrapping every uv polygon separately, which means you can use standard polyselection tools,tags etc and apply unwrapping commands directly on polyselections/polyislands. If there are polygons/surfaces in your model where is not visible/doesn´t matter what will be there, they could be scaled to very small area or use different kind of unwrapping. 

    So, when you done with front uv polyisland, with shortcut U~I (invert selected) switch to remaining uv polygons, use front projection in selected front viewport and also apply LSCM mode with pin selected points. Now you unwrap just back part of mask.

    1_1.thumb.png.ac74868cfd6ecd635d4d2a1b7de715e4.png

    1_4.thumb.png.898d5d85b06a57fa15145f3e2651d8dd.png

     

     

    When working on front uv polyisland, tehre was used just few points which remain their position in UV map)

    1_2.thumb.png.9a2994ff790bb3788536cecc46ff1b20.png

    1_5.thumb.png.4882acd1ca7c95cf43ec4c92bdf39380.png

     

     For small adjustment of UV´s are all the time used standard tranfrom tools Move, Scale, Rotate.

     

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    There are also other tools/plugins for working with UV´s directly inside Cinema4D. Since most of them are commercial,  but just for a few bucks you get strong tools for UV´s adjustment.

    César Vonc´s UV Vonc which is really strong with adjusting uv´s

    https://code.vonc.fr/uv-vonc

    or Daniel Stercx´s Seamilar or EasyUV plugins

    https://toolspixels.be/seamilar/

    and also need to remind bit older, but in some cases helpful Keith Young´s Undertow plugin.

    https://skinprops.com/undertow.php

     

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  • @bezo This is all extremely useful! Thank you so much very, honestly! Didn't expect to learn this much.

     

    Also big thanks for the screenshots! Much appreciated 🙂

     

    Cheers!

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    Like bezo showed:

    - first define the uv seams using the edge Selection tools

    - second select the polys you want to unwrap

    -frontal projection

    - unwrap with Lscm or Abf with cut selected edges enabled

    - last step Equalize Islands function

     

    You basically work yourself from the right uv Tab to the left Tab. That brings you quite far in 90% of cases.

     

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  • Thanks a ton @zeden. I've just copy/pasted your comment in my C4D notes. Much, much appreciated. I'm sure this will be useful at some point soon 🙂

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