Timeline for How would I UV Unwrap such a complicated mesh
Current License: CC BY-SA 4.0
10 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Dec 11, 2023 at 11:01 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
S Oct 25, 2021 at 23:02 | history | suggested | Sidney | CC BY-SA 4.0 |
Added UV to the unwrap
|
Oct 25, 2021 at 19:41 | review | Suggested edits | |||
S Oct 25, 2021 at 23:02 | |||||
Oct 25, 2021 at 19:39 | answer | added | Sidney | timeline score: 1 | |
Oct 25, 2021 at 16:45 | comment | added | Nathan | Unwrapping is always a matter of choosing a balance between seams and distortion, so nobody can tell how you to unwrap without knowing what you want from the UV. If you don't care about seams, do a smart project. If you don't care about distortion, treat it like a cylinder (circle of seam at either long end and a single seam to join them.) | |
Oct 25, 2021 at 15:34 | comment | added | moonboots | if you want to unwrap I guess it's not for 3D printing, in that case it's for game, animation or picture, and you don't need such a high-poly mesh, use the Subdivision Surface modifier and right click > Shade Smooth and your object will look smooth | |
Oct 25, 2021 at 15:32 | comment | added | Ribbit12 | please share the file | |
Oct 25, 2021 at 15:26 | comment | added | Quantian2 | It looks pixelated if I do anything else less | |
Oct 25, 2021 at 15:23 | comment | added | moonboots | the topology is very dense,, are you sure you need so many faces? | |
Oct 25, 2021 at 15:12 | history | asked | Quantian2 | CC BY-SA 4.0 |