Now hit A, in the UV-layout screen, to select all the vertices:
After you do, that section will unwrap exactly the way you see it on the left screen.ĭon't worry about its being on top of other shapes in the UV-layout screen we'll move it to a good spot, eventually. On the potato view screen, make sure you're in orthogonal, NOT in perspective view (Hit Numpad 5 if necessary), then hit the U key. The island on the UV-screen at right becomes selectable. Right-click on any face, then hit Ctrl-L.
Okay, ready? So, first we want to select the surface. No, they aren't I'm saying Blender's devs should have set these on by default.) Here's a snapshot of the work in progress, we'll just unwrap one shape and add it to the layout:īefore we start, make sure you have Draw Faces and Draw Shadow Mesh selected
#Unwrap 3d models blender how to
I'll assume you know how to go to "potato mode" and split the screen, and change the right screen into a UV-layout screen. The surrounding polygons however will need to be re-adjusted with LSCM. The vertical wall, behind the engines, will be facing the camera, so it will be correctly unwrapped by the From Window function. Correctly parsing this tutorial may take two passes :). If you've no idea what I'm talking about, you will on second read. I will use the From Window function to get the initial layout, while viewing the model from behind. I'm going to unwrap half of the inner surface of the Engine's compartment. For this tutorial, I will use Dual Joe's WCU Hornet model, simply because I was just working on unwrapping it.
The secret is to use LSCM as a post-optimizer, but to do the initial unwrapping using more comprehensible functions, such aĬylinder, Sphere and From Window. The problem with LSCM is it puts all the islands in a row, totally random order, at random angles. If you haven't, should do so before proceeding. I'll assume you've done other UV-unwrapping tutorials by now, but are unsatisfied. Jump to: navigation, search Unwrapping Models