Hey guys, I have a bit of a predicament. I’m recently got into UV unwrapping and I’m a little confused on what to do in this situation. I’ve watched alot of tutorials and basically said that I have to keep track of the seems, and the stretching.
I can do one or the other, but never both!
Here its all nice and blue with no stretching at all! However, the seams are horrendous
I don’t know why you have or need so meany seams. The best example for UV wrapping is with an animal. You make seams in places that make sense, like the head, limbs, etc. You don’t make seams arbitrarily. A cylinder only needs 1 seam at any vertical edge. A cube is multiple squares. You want to reduce the amount of seams because a seam is a break in the texture.
You reduce stretching by have equivalent sized topology over an area. Which relates to pixel density. The images under, as you can see, a good way to reduce stretching is having the same sized squares.
Regarding seams, your object doesn’t need to have multiple islands.
I also want to emphasize that manually doing UVs is a waste of time. Most programs like 3ds max, substance, blender addons all have automated unwrapping. I use ZenUV it maximizes texture space, does overlapped islans, etc. There’s also other free addons from Blender that is 1-click.