Graphics Programs Reference
In-Depth Information
FIG. 3.30 Add a seam down the side and bottom of the shirt arm.
Seams Toggle or Alt U ), which will mark seams on edges if unmarked
and vice versa.
Mark UV Seams Toggle;
UVs/Materials Mark UV
Seams Toggle Alt U;
Try selecting a seam or two on the model and unmarking.
Then, in edge selection mode, select all edges ( Control A ) and Unmark
UV Seams .
You should be left with only seams around the neck, waist, and arms. Because
these are edges with only one face, they are natural seams.
You will notice that in spite of the seam changes, the UV view and the way
the texture maps across the 3D model haven't changed much. That's because
while we have sewn some of the pieces together (going back to the fabric
analogy), we haven't actually spread out the fabric in an orderly fashion yet.
The next step is to create new seams, this time using the Mark UV Seams
command ( UVs/Materials > Mark UV Seams ) or the Mark UV Seams
Toggle ( UVs/Materials > Mark UV Seams Toggle or Alt > U ).
We can do that for our T-shirt by selecting the edge loop along each side
and on the bottom of each arm (Figure 3.30). If this were actual fabric, a
cut like that would allow the shirt to unfold along the shoulder and the
top of the arm.
U V U nwrapping and Arranging
Now we are ready to unwrap the model, and we will use the Unwrap UVs
using LSCM command to do so. LSCM is a common acronym in the 3D UV
world and stands for “Least Squares Conformal Mapping.” Basically, the LSCM
algorithm keeps stretching and deforming to a minimum by attempting to
preserve the angles of the polygons, while l attening and relaxing the scale.
Try this by selecting the object, and then select UVs/Materials > Unwrap
UVs using LSCM or press U .
 
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