Hi hi,
My unwrap is really deformed… some squares are way too tiny, others are way too huge, and i have many points to handle, they also are mirrored so it makes 2 points per coordinate and grab tool, rotate tool, scale tool just won’t do… :o
My model isn’t yet stable and i do a lot of do, undo, redo, restore last backup and stuff so if i spend more than a few minutes on a detail, it’s a waste because i know that’ll end up deleting vertices, adding edges here and there… It’s not finished but i need to practice the unwrap and texturing features so that i develop the model conveniently…
I really often, right now, delete “seam” lines and add new ones… Clean unwraps and make new ones… I kind of really want to design my texture to fit the unwrap as it is outputted by blender’s unwrap function… (i tried smart uv project and it doesn’t obey seam lines… And makes quite a mess too, cuts anywhere for no good reasons) I’m unsure of what i want or how i want it but the result i want is a correctly averaged uv map’s cell size to have about the same definition in all areas of the model… pixel per point? hm… anyway… I’d kind of need to be able to displace the uv points in group with a certain softness, just like the 3d sculpting tools offers. Push/pull, magnify, squeeze, soften, skew… This way i wouldn’t have to worry if i ever modify the model again, delete and remake the unwrap… Moving point per point is just too hardcore for models with more than a hundred vertices…
Any tips, maybe script extensions i could use?