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Post by purrdalecki on May 1, 2018 18:08:06 GMT -5
Firstly, I have very, very little knowledge in blender. I am new to it so please try not to use tricky terms when explaining things and try to explain as much as you can, please. I'm using the latest s4s and blender 2.76. My main problem I have is I don't know how to unwrap my second zip as neatly as I did the first one. If you see on the picture, there is a long, pointy face coming from one zip. That happens every time I try to unwrap it, either that or I get loose faces that don't join up to my zip. I think it's because some of my faces in the zip aren't attached to each other but I have no idea how to attach them to one another. I know marking seams can help for neater unwrapping but I don't really understand where to mark to the seams though I've watched and read tutorials, I just want my second zip to be a big vertical line like the other zip I did. Picture: The collar is not a problem, I know I have to resize that on the uv map and get it a texture and move it, I will do that. I think I have another problem though, some faces show black even if I line them up with a texture that definitely isn't black. I tried flipping normals and it achieved nothing. Other than that, if you could look over my .blend file for any additional problems you can tell me how to fix I would be very grateful, but maybe only point out very big problems because I don't have any knowledge for fixing said problems so I'd like to tackle the big problems but maybe let small ones slide if it's not something very noticeable that someone would notice whilst using the jacket in game. I hope this is the right place for the forum, I'm sorry if not! Here is my .blend file, thankyou: Jacket
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Post by Aduah on May 1, 2018 19:10:45 GMT -5
Heres a trick.
If you select the only the faces you wish to unwrap, then press u to unwrap them, it will unwrap only the selected faces and won't show the other UVs on your grid while you do so.
So you can effectively 'unlink' faces from others in your uv without having to worry about marking seams. Marking seams only makes sense when you have something round (forexample) and you want to be very careful about how they reconnect. If that isn't a concern, like in the one area you are showing that isn't connected to anything, then the method I mention above is the fastest easiest way (IMO).
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Post by purrdalecki on May 2, 2018 4:04:49 GMT -5
Heres a trick. If you select the only the faces you wish to unwrap, then press u to unwrap them, it will unwrap only the selected faces and won't show the other UVs on your grid while you do so. So you can effectively 'unlink' faces from others in your uv without having to worry about marking seams. Marking seams only makes sense when you have something round (forexample) and you want to be very careful about how they reconnect. If that isn't a concern, like in the one area you are showing that isn't connected to anything, then the method I mention above is the fastest easiest way (IMO). Aduah Thankyou for the reply! I tried that now, it still turns out odd though: I think the red dots are supposed to represent marked seams but I don't really understand why because I don't think I put any seams there. I unmarked seams just in case but they still show up. And I looked up seams not clearing and someone said it could be sharps instead of seams although I don't know what that means but I cleared sharps anyway just in case but the red dots are still there. Smart UV project unwrapping isn't much better.
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Post by Aduah on May 2, 2018 15:49:23 GMT -5
I downloaded your mesh. Part of the problem is your mesh is a bit of a mess. You got vertices that are overlapped and doubled. You have vertices & edges that aren't connected. (which will cause problems when trying to UV unwrap).
You're going to want to clean up your mesh so you can get a more expected result when you unwrap.
I understand that the EA meshes are a bit of a cluster eff when you download them, my suggestion is to clean them up (and selectively remove doubles), before you start editing the mesh, otherwise you're going to end up giving yourself a lot more work.
PS Red vertex means its pinned (not seams) I dunno why they are pinned its odd. To clear the pins, press A, to select all of the UV, then Alt-P to clear the pins.
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Post by purrdalecki on May 2, 2018 16:50:26 GMT -5
I downloaded your mesh. Part of the problem is your mesh is a bit of a mess. You got vertices that are overlapped and doubled. You have vertices & edges that aren't connected. (which will cause problems when trying to UV unwrap). You're going to want to clean up your mesh so you can get a more expected result when you unwrap. I understand that the EA meshes are a bit of a cluster eff when you download them, my suggestion is to clean them up (and selectively remove doubles), before you start editing the mesh, otherwise you're going to end up giving yourself a lot more work. PS Red vertex means its pinned (not seams) I dunno why they are pinned its odd. To clear the pins, press A, to select all of the UV, then Alt-P to clear the pins. Aduah Clearing the pins made the unwrap much neater, thanks, still a bit wonky but probably down to the mesh as you've said. I don't understand how to connect edges and vertices though, I know how to remove doubles of vertices, but I'm not sure there is an option to remove face doubles in the blender interface but I remember going in and deleting them manually and being sooooo confused as to why there were so many random faces inside my mesh but I definitely remember deleting as many as them as I could find. I do think though I must have created some of said doubles because I'm just playing around in blender to learn so I'm testing what things do and I might not get everything right. If you could link a tutorial or explain what I can do to fix my mesh that would be cool, but obviously you don't have to. Thankyou for your suggestions.
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Post by Aduah on May 2, 2018 17:26:57 GMT -5
I dont really know of any tutorials. Removing any doubles will only remove vertices that are within a certain range of each other, so its not an end all be all fix. What I tend to do when there are thing I can't figure out why they are messy is, I'll grab the vertex press g and move it around to see what it is connected to and potentially see if there are any holes in the mesh sometimes there will be because for some reason there are two vertices on top of each other that didnt merge when you removed doubles. As long as you right mouse click it wont move the actual vertex and it will go back to its last position.
So to be clear I suggest moving vertices with G (grab) rather than left click and drag. (since undo in blender is still a little touch and go, meaning sometimes blender undoes a whole bunch of changes that you didn't want. )
Now, if you find two vertices are overlapping (and potentially causing holes) you can manually merge them.
I would suggest zooming into the vertex (always work in orthographic view[press 5 on your numpad to enter otho view] so blender doesn't clip your mesh view),
then going into wireframe mode (press z),
make sure you're not overlapping vertices in the background,
then activate brush select (press c. Left mouse to select vertices by brushing over then, middle mouse to deselect vertices, and right click to exit brush select). Once you have the two vertices that need to be merged selected, go ahead and merge them at center (alt+m, merge at center). Make sure those are the only vertices selected in the entire mesh because it will merge every vertex selected at the center point between them.
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