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Jul 25, 2021 13:48:17 GMT -5
Post by yyyyyyyyfffffffff on Jul 25, 2021 13:48:17 GMT -5
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Jul 25, 2021 13:53:40 GMT -5
guatla likes this
Post by mauvemorn on Jul 25, 2021 13:53:40 GMT -5
Because you marked all edges as seams. Select everything with A, choose Clear seam.
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Jul 25, 2021 13:54:15 GMT -5
Post by guatla on Jul 25, 2021 13:54:15 GMT -5
Clear seam and try again.
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Jul 28, 2021 7:19:13 GMT -5
Post by arwenkaboom on Jul 28, 2021 7:19:13 GMT -5
Clear seams yeah and for round things like that maybe its the best to use lightmap then A in edit mode to select all and deselect and select one quad to make it active and unwrap it with following the active quads
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Jul 28, 2021 8:39:22 GMT -5
Post by Fwecka (Lolabellesims) on Jul 28, 2021 8:39:22 GMT -5
Clear seams yeah and for round things like that maybe its the best to use lightmap then A in edit mode to select all and deselect and select one quad to make it active and unwrap it with following the active quads Alrighty then, you're gonna need to explain this lightmap magic to me. I swear the more I learn about Blender the more I realize I don't know (hangs head in shame) and it's so hard to keep up with all the changes. Side question: do you know of an easy way to select an entire edge loop that does not want to be selected? What I mean by that is, I was messing around with the OP's mesh earlier and usually if I want to select an entire edge loop I press Alt + Shift to select it. This time, only one or two edges would be selected and not the whole loop. This has happened before but I've never bothered to ask myself why. Just took a deep breath and selected each edge One. At. A. Time. Ugh. I'm fed up with that now. I wanna know how to get around that problem. Never mind. Just found the answer. It's a problem that crops up if your faces are tris rather than quads. Blender doesn't know which path the edge loop should follow. The answer is to press Alt + J to turn the tris to quads. Win!
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Jul 28, 2021 8:46:22 GMT -5
Post by arwenkaboom on Jul 28, 2021 8:46:22 GMT -5
Clear seams yeah and for round things like that maybe its the best to use lightmap then A in edit mode to select all and deselect and select one quad to make it active and unwrap it with following the active quads Alrighty then, you're gonna need to explain this lightmap magic to me. I swear the more I learn about Blender the more I realize I don't know (hangs head in shame) and it's so hard to keep up with all the changes. Side question: do you know of an easy way to select an entire edge loop that does not want to be selected? What I mean by that is, I was messing around with the OP's mesh earlier and usually if I want to select an entire edge loop I press Alt + Shift to select it. This time, only one or two edges would be selected and not the whole loop. This has happened before but I've never bothered to ask myself why. Just took a deep breath and selected each edge One. At. A. Time. Ugh. I'm fed up with that now. I wanna know how to get around that problem. Yeah click first quad hold ctrl and click at the last quad you want selected. As for lightmap it is as i said unwrap first as lightmap, all mesh selected in orange, make one quad active and unwrap again as follow active quads. Oh you mean edge edge. For edge i mean i wouldn't go one by one id go in wire mode and select it from ortho if possible..You can play with selecting one edge and going to select and select similar
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Jul 28, 2021 9:30:43 GMT -5
Post by Fwecka (Lolabellesims) on Jul 28, 2021 9:30:43 GMT -5
Alrighty then, you're gonna need to explain this lightmap magic to me. I swear the more I learn about Blender the more I realize I don't know (hangs head in shame) and it's so hard to keep up with all the changes. Side question: do you know of an easy way to select an entire edge loop that does not want to be selected? What I mean by that is, I was messing around with the OP's mesh earlier and usually if I want to select an entire edge loop I press Alt + Shift to select it. This time, only one or two edges would be selected and not the whole loop. This has happened before but I've never bothered to ask myself why. Just took a deep breath and selected each edge One. At. A. Time. Ugh. I'm fed up with that now. I wanna know how to get around that problem. Yeah click first quad hold ctrl and click at the last quad you want selected. As for lightmap it is as i said unwrap first as lightmap, all mesh selected in orange, make one quad active and unwrap again as follow active quads. Oh you mean edge edge. For edge i mean i wouldn't go one by one id go in wire mode and select it from ortho if possible..You can play with selecting one edge and going to select and select similar Looks like I didn't see your post before I edited mine. My husband walked in the room and distracted me so it's his fault . Anyway, so turns out that all you have to do when edge loops don't want to be selected is to turn the tris to quads using Alt + J. That issue has plagued me forever and I've never bothered to find the answer before! For shame, Fwecka! haha. Wire mode will work. Didn't think of that. Okay, so I did a little research and, if I understand correctly, a lightmap is sort of the opposite of an ambient occlusion map. For an ambient occlusion map, Blender (or any 3D modeling software) will calculate the ambient light in a scene--light that is everywhere and doesn't come from a specific source--and will determine where shadows should appear on a mesh. A lightmap does the opposite: it determines where light should appear on a mesh and it will apply a lighter color to the parts of a mesh that are exposed to light. The whole point is to replicate how light behaves in real life, right? And how the colors of things change if they're in shadows or if they are exposed to light? Well, how does lightmapping relate to UV mapping? Is it a superior way of UV mapping? Why? Sorry for the questions. It is extremely important to me to gain an intuitive understanding of things. I'm just weird that way. If you have a video or an article you can point me to I would be really grateful.
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Jul 28, 2021 10:19:26 GMT -5
Post by mauvemorn on Jul 28, 2021 10:19:26 GMT -5
To my knowledge, "light map" means only one thing, pretty self-explanatory. Never heard it being used for anything else in Blender or Maya, maybe in other software? There is a universal approach to uv unwrapping, which is to mark seam in strategical places and just click on Unwrap. If the uv islands do not look nice or are stretched/shrank, just split them more. If you're not going to apply any patterns to the texture, you can do follow active quads, but if you will, then it's best to not bc the image will be distorted
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Jul 28, 2021 20:47:15 GMT -5
Post by Fwecka (Lolabellesims) on Jul 28, 2021 20:47:15 GMT -5
I have not found anything that explains how a lightmap would relate to UV unwrapping. A lightmap is only a sort of a texture map...at least as far as what my research has shown, thus far. I typically will mark seams and unwrap the normal way, sometimes using smart unwrap, occasionally I'll use project from view. I noticed that there is an option for Lightmap Pack--never noticed it before; gah, I'm getting old--but I very, very briefly tested it and it seems to break up every single face and UV maps every single face individually. At this time, it appears to me that Lightmap Pack unwraps the way it does to better produce a lightmap bake? I'm not sure of this. I need to learn more. Edit: Yeah, it appears that you can unwrap using lightmap, and it will unwrap each face individually, but it's mostly for the purposes of baking a lightmap...I think. For a regular diffuse texture, I'm not seeing the purpose of using Lightmap Pack. I tried what arwenkaboom said to do by first using Lightmap Pack and then using Follow Active Quads, with mixed results. I was testing on a canister that gggggggggg (a lot of thought went into that username, lol) and unwrapped the entire mesh, which is perhaps why the results weren't great. I'm thinking the method I tried works better on parts of meshes rather than the whole mesh. Regardless, I learned something new and that is always a good thing.
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Jul 29, 2021 4:13:48 GMT -5
Post by arwenkaboom on Jul 29, 2021 4:13:48 GMT -5
Its for something like cups where you also want to put some kind of picture. It unwraps all faces evenly and puts them in order. I use it in almost all of my cc, for me id rather use that instead or smart or simple unwrap with seems, i always found it to be somewhat all over the place, using too much space. And with textured solid i can always adjust my UV before baking. I might have some different method where i make texture first, for ex: I make a chair, i will need wood, some textile, maybe solid white or gray if i want screws to be seen. I then make whole object or maybe just part and use textured solid and open it from uv map, it shows immediately on my object and i can adjust every quad of it if i want to and then bake, export baking and put it under texture i use overlay tho with exposure of baking on offset of up to 714, depending on texture overall. I find it more natural as i make alpha only. But with this way i cut my time of making cc because i can see it right away on object if texture is stretched, too small, too big and i can adjust it right away without too much hustle. Edit: This is one example how i adjusted my lightmap/follow quads uv for this log prnt.sc/1hji2un
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