Thanks. Been using the straighten UV tool forever, but never thought to cut a UV shell in half and straighten both shells and then sew them back together. Good stuff.
if you shift left click the straighten tool it brings up the options, you can change the angle tolerance as well. Also to pre-straighten your shells as well, you can select an edge loop running down the shell, and click straighten shell, then you can straighten uv's as well! :D Cheers
Thank you for making this tutorial! It seemed daunting at first, but it really is not so bad. Worked like a charm! Additionally, after straightening the UV, I turned on Snap to Grid and evenly spaced the UV points and then used scale to make it fit in the UV space. Thank you again!!!
Thanks for making the content JL. Its nice to see people sharing their knowledge. I personally use the Unitize Tool more often or in conjunction with this subject. Then merge/ move and sew verts. that are not the seem verts. Then Unfold along vertical axis (assuming the Shell is facing the vertical direction) I realize that may be an old way of doing things but sometimes it ends up working better or faster then struggling with Straighten UVs. Also, @JL Mussi I believe Straighten UVs may work better when selecting a single line of your UV shell. Or at least when its misbehaving I've found that to be less buggy.
But what about the distortion straightening uv shells brings? Every time I work on straighten UVs and I try to paint directly in 2D I get a more or less distorted result in 3D, never 100% clean. What am I missing?
Depending on the need for 100% relaxed things... it isn't always needed. A straight layout will make it easier for you to paint things onto in 2D paint modes. Also, as said in the video Straightening your layouts makes more clean and tighter UV packs. If your checkers look clean. Then its generally accepted to be fine.
I have a question regarding straightening UV's. I've noticed even on some simple models that once I've unwrapped some parts of a mesh that are curved, the chequered pattern looks nice and even with no stretching. However, once I straighten the UV's so that it looks nicer on my tile, the textures are then stretched and warped. So, why do people obess over getting straight UV's if leaving them how they unwrap yields better results with the actual textures? I understand that more UV space is equal to more pixel density but surely not at the expense of having warped textures? It's something that's been bothering me for ages! Am I missing something? Thanks!
A good UV is sometimes a balancing act. Do you want less seams vs better unfolding, or in your case better texel density vs distortion. Unless you are working in a production with super tight texture size requirements, go for a UV layout that will give you the less distortion. That's pretty much what I shoot for.
Games art student currently making my own crash bandicoot level, godamn ropes are a pain for me to uv map and idk why? It never works. Even with this tutorial. However it has taught me a lot so thank very much!
Tried Rizom personally it is to confusing. headus uv layout is better in my opinion also it has it's own plugin so you never need to leave Maya, Just like Rizom.
Great video as always JL! Thanks. I have a question, I seem to have lost the option to straighten UVs from the [Shift]+[RMB] marking menu 🤷♂️ I was using it. Took a couple of weeks break and now it’s not there. Have you ever seen/heard of this and do you know how I get the function back in my marking menu. The options I get in the menu are not the same as J used to get and you have. I’m in vertex mode and get Normalize, Unfold, Optimize, Layout, Create UV Shell, Tools and Pinning but that’s it?!?
pls more UV advanced tutorials. Maya really lacks these Its a shame Maya isnt as popular as 3ds max or Blender when comes to UV cause its UV tools and algorithms and probbaly the most refined and versatile out there in a 3d general packgage, speaking as a the default built in tools.
In straightening up non-uniform shapes, the checker pattern gets distorted, isn't that bad? For example, I made a cylinder with the top part narrower than the bottom when I straightened it the checker pattern is not uniform and is distorted. Is it supposed to be like that?
Hi! I tried your method and it worked like champ! But one problem, as i tried to rotate my UVs to almost straight before using the Straighten tool, some of the UV face is out of it original proportional which end up with stretching faces, how i fix that?
i'm really into UV ..those.f....UV.... you arrive at the right time! i almost think you have a Drone watching me.... :) seriously i mean really serious 3D is so BIG at first i was to go for animation(body mechanic..action) second ..i need a model to do that: all quad topo edge flow..... third ... boring just in white with lambert1 fourth fkn UV fith not there yet That model fully texture is ready for deformation.... sixth headache see ya Modeling Beast!
Yep that is why I use Headus UV Layout because all that fussing around from 5:15 that shell in Headus Would literally have taken me 1 second all I would have had to do is select the shell and hit the R key and it will automatically straighten the shell out perfectly for me. Also you never have to leave Maya because it has a plugin that you export the mesh while still in maya it will open another window so that you can UV the mesh then click the send button it automatically updates your UV for you. Here is the link if you are interested. www.uvlayout.com/
Thanks. Been using the straighten UV tool forever, but never thought to cut a UV shell in half and straighten both shells and then sew them back together. Good stuff.
if you shift left click the straighten tool it brings up the options, you can change the angle tolerance as well. Also to pre-straighten your shells as well, you can select an edge loop running down the shell, and click straighten shell, then you can straighten uv's as well! :D Cheers
THANK YOU!!!!!!
No,angle changing didn't help me:(
omg I was So hard about this part these days, but after I saw this video, my problem is SO solved! Thank you So much.
Glad it helped!
Thank you for making this tutorial! It seemed daunting at first, but it really is not so bad. Worked like a charm! Additionally, after straightening the UV, I turned on Snap to Grid and evenly spaced the UV points and then used scale to make it fit in the UV space. Thank you again!!!
"Helps if I could actually speak when im doing tutorials"
This is such a great insight
You just read my mind. Hate UV mapping but now it's a little bit easier :)
Dude you said one thing and it made me realize that certain aspects of my model would be off, perfect tutorial as always.
great video. needed this for a circular building design I did. going to give this a whirl and see if it works.
Great stuff, JL. Thanks so much for all your super helpful tutorials!!
Thank you! I learnt a lot from you.
Oh Gods!! thanks a lot! my life has changed to "before" and "after" :D
Unitize shell > merge uv edges back together > unfold U or V > straighten uv, is a nice workflow
very good exapmles thank you
You're the best!! Thank you for your hype tutorialsss :D
Thanks for making the content JL. Its nice to see people sharing their knowledge. I personally use the Unitize Tool more often or in conjunction with this subject. Then merge/ move and sew verts. that are not the seem verts. Then Unfold along vertical axis (assuming the Shell is facing the vertical direction) I realize that may be an old way of doing things but sometimes it ends up working better or faster then struggling with Straighten UVs.
Also, @JL Mussi I believe Straighten UVs may work better when selecting a single line of your UV shell. Or at least when its misbehaving I've found that to be less buggy.
Excellent stuff, thanks.
Thanks, this was a big help!
But what about the distortion straightening uv shells brings? Every time I work on straighten UVs and I try to paint directly in 2D I get a more or less distorted result in 3D, never 100% clean. What am I missing?
Depending on the need for 100% relaxed things... it isn't always needed. A straight layout will make it easier for you to paint things onto in 2D paint modes. Also, as said in the video Straightening your layouts makes more clean and tighter UV packs. If your checkers look clean. Then its generally accepted to be fine.
Yea I don't know if i should worry or just be like whatever....the uv grid gets messed up
that's really helpful
Thank you mussi. I have to start to learn how to make UVs in maya cos zbrush cant cope...and it helps a lot now.
I have a question regarding straightening UV's. I've noticed even on some simple models that once I've unwrapped some parts of a mesh that are curved, the chequered pattern looks nice and even with no stretching. However, once I straighten the UV's so that it looks nicer on my tile, the textures are then stretched and warped. So, why do people obess over getting straight UV's if leaving them how they unwrap yields better results with the actual textures? I understand that more UV space is equal to more pixel density but surely not at the expense of having warped textures? It's something that's been bothering me for ages! Am I missing something? Thanks!
A good UV is sometimes a balancing act. Do you want less seams vs better unfolding, or in your case better texel density vs distortion. Unless you are working in a production with super tight texture size requirements, go for a UV layout that will give you the less distortion. That's pretty much what I shoot for.
@@jlmussi Thanks for your insight. :)
Games art student currently making my own crash bandicoot level, godamn ropes are a pain for me to uv map and idk why? It never works. Even with this tutorial. However it has taught me a lot so thank very much!
Awesome. Thanks!
Very Nice!!! I hope to see a lot more from you!!!
That's the game plan Daniel. Thanks for watching.
such a practical trick, Thanks a lot for sharing! nice shoe also
many thanks. this seemed to be what i was missing.
Glad it was your missing link!
Nice work as always!
good job sir could u tell us please one by one all menu and inside the menu option no one do like these kind of videos so please sir do for us
as always nicely done but im so done with Mayas UV tool I switched to Rizom. looking forward to the next vid though! keep up the great work :)
Tried Rizom personally it is to confusing. headus uv layout is better in my opinion also it has it's own plugin so you never need to leave Maya, Just like Rizom.
Great stuff. Very useful thanks!
Great video as always JL! Thanks. I have a question, I seem to have lost the option to straighten UVs from the [Shift]+[RMB] marking menu 🤷♂️ I was using it. Took a couple of weeks break and now it’s not there. Have you ever seen/heard of this and do you know how I get the function back in my marking menu. The options I get in the menu are not the same as J used to get and you have. I’m in vertex mode and get Normalize, Unfold, Optimize, Layout, Create UV Shell, Tools and Pinning but that’s it?!?
Could you please do a complete Maya UV tutorial, from beginners to Advanced?
Should I convert to Maya from 3ds max because of your great tutorials 😭
Thank you so much :) !
this is fantastic
Thanks Ryan. Glad you found value in it.
@@jlmussi this is so much more valuable than words describe. Your other vids are equally amazing.
pls more UV advanced tutorials. Maya really lacks these
Its a shame Maya isnt as popular as 3ds max or Blender when comes to UV cause its UV tools and algorithms and probbaly the most refined and versatile out there in a 3d general packgage, speaking as a the default built in tools.
many thanks
thank you very much!
In straightening up non-uniform shapes, the checker pattern gets distorted, isn't that bad? For example, I made a cylinder with the top part narrower than the bottom when I straightened it the checker pattern is not uniform and is distorted. Is it supposed to be like that?
super ,now i can say ilove uv and maya 👊👊
That's awesome thanks MAN
awsome tutorial bro ... thankyou
Nice 👍
New video yay :)
Thank you
You're welcome.
hmm, seem like part of the model need to detach of extract first or else rotate vertex in UV editor will effect other UVs
Hi! I tried your method and it worked like champ! But one problem, as i tried to rotate my UVs to almost straight before using the Straighten tool, some of the UV face is out of it original proportional which end up with stretching faces, how i fix that?
3:35 5:19 thanks man, great tips in this one.
Glad I could help Alan.
Good Morning
Can this technique be used for organic uv and uv clothing in general?
Probably not. As I mentioned in the video, Straighten UVs works best with certain type of UV shells, mainly strips.
Bro you remind me of my step dad but like 200000% more chill
I'll buy you ten!!
Just found your channel. Like your videos! Could you make a video on how to model stiching?
Nevermind. Just your video where you do this :)
@@lugerginyu You also can use stiching alpha...nobody model stiches
all 3d artist use stiches tool in substance painter...if you want i can send you
i'm really into UV ..those.f....UV....
you arrive at the right time!
i almost think you have a Drone watching me.... :)
seriously
i mean really serious
3D is so BIG
at first i was to go for animation(body mechanic..action)
second ..i need a model to do that: all quad topo edge flow.....
third ... boring just in white with lambert1
fourth fkn UV
fith not there yet That model fully texture is ready for deformation....
sixth headache
see ya Modeling Beast!
Hai I'm young jr.creative artist ! Ur tutor more support on production I really thanks to you man
Glad I could help!
You remind me of Mike platinum Perry.
Bro i really like the way u talk😅
The tool is still sloppy to me
OR
Buy substance painter 2020
Delete all uv in your model
Export your FBX in substance painter
And let it Auto Wrap for 10 seconds
This tool is infuriating. It shouldn't be this hard to straighten a friggin' strip of polygons / UV's along one axis.
Yep that is why I use Headus UV Layout because all that fussing around from 5:15 that shell in Headus Would literally have taken me 1 second all I would have had to do is select the shell and hit the R key and it will automatically straighten the shell out perfectly for me. Also you never have to leave Maya because it has a plugin that you export the mesh while still in maya it will open another window so that you can UV the mesh then click the send button it automatically updates your UV for you. Here is the link if you are interested. www.uvlayout.com/
Anyone here us RizomUV? I'm wondering if its worth paying for that app. I tried it and it seems amazing, but I wonder if the app is worth the money.
Thank you