LetterRip2 wrote:Hmm what specifically do you feel is lacking - Blenders unwrapping is arguably the best available in any of the 3D packages - many artists use either Blender or Roadkill (a plugin based on blenders uv unwrapping).
The automatic unwrapping of Blender is great and most of the time by far superior to what other 3d packages can do in this regard.
My trouble starts when I am not working on characters but on more complicated mechanical objects, e.g. buildings for a strategy game. Say I want to tweak things manually because the automatic unwrapping (smart projections) has given me lots of small islands. There's a few reasons for me to do this:
- Group islands that should have the same "material" in the texture so the texture layout can be more logical
- Merge small islands to use texture space more efficiently
- Merge islands when I find that a seam would be visible because of normal mapping
- Re-scale or even distort unimportant islands
And that is what I can't find in Blender so far to help me do this:
- Highlighting in the uv editor islands that share borders with the current selection
- Non-uniform scale in the uv editor
- Weld selected vertices if the distance between them lies within a certain threshold
- For "pack charts" be able to choose an "island margin" as well
LetterRip2 wrote:Try the Edge SPlit modifer.
Thanks, didn't know about that
(Some page in the Blender wiki I read prior to posting still suggests to use YKEY for that purpose.)
LetterRip2 wrote:What sort of poly count are you getting currently - but yes definitely a wish for me as well.
I don't have any numbers on that. I just toyed around with it a little bit and it looked too slow to me to really integrate it into my workflow. Improvements in that area would be welcomed a lot I guess - from what I know there is at this time no sculpting software around that offers at least some sort of affordable educational licence.
Enough is never enough.