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Fixing overlapiing edges in high poly UV mapping

Submitted by Makk on
Forum

I am currently trying to unwrap a head from a high poly model, but im running into trouble around the nose area...
[img]http://members.optusnet.com.au/~rowanfamily/nosehelp.jpg[/img]

As you can see there are a lot of overlapping edges around the nose. Im not concerned with the nostril area but more with the sides of the nose.
It would be easier if it were a low poly model to fix this but since there are alot more edges, I was wondering is there any tricks or tips anyone would care to give. Or am I doomed to spend an eternity manually tweaking the UVs [xx(]

Submitted by J I Styles on Fri, 24/09/04 - 11:46 PMPermalink

when unwrapping for high density models, soft select and relax uv's are your friends. Experiment [:)]
ideally, you would relax the uv's out so every area has texture space (inside of nostrils included) and the resulting distortion spread out evenly through the rest of the mesh so that it's not at all noticeable.

Posted by Makk on
Forum

I am currently trying to unwrap a head from a high poly model, but im running into trouble around the nose area...
[img]http://members.optusnet.com.au/~rowanfamily/nosehelp.jpg[/img]

As you can see there are a lot of overlapping edges around the nose. Im not concerned with the nostril area but more with the sides of the nose.
It would be easier if it were a low poly model to fix this but since there are alot more edges, I was wondering is there any tricks or tips anyone would care to give. Or am I doomed to spend an eternity manually tweaking the UVs [xx(]


Submitted by J I Styles on Fri, 24/09/04 - 11:46 PMPermalink

when unwrapping for high density models, soft select and relax uv's are your friends. Experiment [:)]
ideally, you would relax the uv's out so every area has texture space (inside of nostrils included) and the resulting distortion spread out evenly through the rest of the mesh so that it's not at all noticeable.