1
$\begingroup$


I am struggling with UV Unwrapping my trees in blender cycles. I am trying to find out the best and the shortest way of doing this stuff. I have already tried to create a Smart UV Project: SmartUV
As I have predicted, it could not be a good solution because of the strange directions of textures and easily noticeable seams. Then I tried to do the Cube Projection: Cube Projection
In this case the direction of the texture was right, but unfortunately seams were even more obvious. I have tested this method also on a more low poly mesh. In this case seams were not as easy to notice as they were in the high poly mesh - acceptable result, but I do need more triangles (20k vs 100k). At last I tried to mark the seams and then unwrap the mesh- good result, but it took so long in comparison to the other methods. Is there any other method? Maybe there's a way to shorten the process of marking seams?
Thanks in advance

$\endgroup$
  • 1
    $\begingroup$ Related : blender.stackexchange.com/a/79338/29586 $\endgroup$ – Rich Sedman Apr 17 '18 at 23:16
  • $\begingroup$ Yep, that's such a good method. Even without testing it, I know that it would work perfectly, but it might be a bit laborious. Will give it a shot as this is going to be really accurate. Thanks $\endgroup$ – Sheim Apr 18 '18 at 4:42

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Browse other questions tagged or ask your own question.