UV unwrap lopsided

UV unwrap lopsided

I'm marking seams around a symmetrical mesh. When I go to unwrap them, half of the unwrap is condensed into a blob and the other stretched across the area. Does anybody have any idea what causes this and how I can fix it? It's would be virtually impossible for me to adjust all the points by hand.

http://jeffgreenland.com/screenshot.png
EDIT: attached screenshot.... and now I'm going to charge my battery.
 
Last edited:
Hi,
it looks like you set the seams quite bad. Once unwrapped the pieces should be all bordered by seams but that isn't the case it your screenshot. So make you that your seams really separate the different UV atlases.


Bye,
Martin
 
I've got a similar problem, Why is it not un wrapping evenly?
UV4.gif
Unwrap.jpg
 
This is modeled with symmetry modifier and how it came out per default:
DefaultUVs.jpg


After just pinning 2 points and scaling them to match a virtual horizontally line the second unwrap seems usable:
UVsafterPinning.jpg
 
If you zip the head model over I'll play with it and see what I can do.
Thanks Zoo:

Hi:
Pinning UVs is a somewhat foggy mystery to me.

How do you know what points to pin and why?

What does pinning really do?

How do I relax specific areas?( This is a big question to me.)

Basically I am presently working on heads.

I want to find out how to:
1. Make a nice unwrap like in Franks example.How did he know which points to pin to get that result?
I used UV stepper to align those two points horizontally.
2. How do I relax specific areas for precise painting in a paint program of choice using the UV map.
3. Specifically around the eyes area and the upper and lower lip areas.
If you know of good reference materials please advise me.
I really do appreciate you help in assisting my enlightenment.
 

Attachments

  • Head.jas.zip
    166.5 KB · Views: 127
How do you know what points to pin and why?

What does pinning really do?

How do I relax specific areas?( This is a big question to me.)
Good questions!(y)

I work around by arranging all points after unwrap in the UV window.
In Splitview vertical I verify to work at the right Polygons.
 
The head you posted was already unwrapped with subdiv editable and very symmetrical.
I thought maybe you would see ways to relax the mouth area and eyes for easier more precise painting of the uv map.
I got it that far by using Franks tips and TGJP's video on UV Stepper.
 
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