Hello,
I’m currently working on a art project that I can’t fully explain here, but I need to unwrap this object. The most important thing is that the **distance between vertices, in other words, the length of the edges, must remain proportional to their corresponding lengths in the 3D model.
Once unwrapped, I plan to export the result as an SVG file, so I don’t mind if the edges cross over each other, overlap, or if the texture stretches. I’ve tried all the unwrapping options I could find, but none of them seem to work the way I need.
Does anyone know how to achieve this, or if there’s another software that could do it?
I also tried Pepakura to unfold it as if it were a paper model, but the problem with that is it doesn’t allow stretching of faces, which I actually need.
These two things are not geometrically possible simultaneously. If you want perfect 1:1 representation of the edges in UV space, definitionally you can’t have stretching
But this is no perfect match… and the faces are not connected to the other faces as you seems to want with the proportional length between vertices (??).
You might try to select every single quad and align the viewport via View → Align View → Align View to Active → Top and then unwrap from view. But then every face might be differently sized.
But this is very cumbersome if the model is more complex. (And also not connected to the other faces).
For every non-planar face this would be imposible.
Maybe if you tell us why you want this there may be better suited solution (for example if the facesa are all rectangualr in UV space ??)
To clarify, what I want to do is to go from this to this. I did it manually in Rhino, but it takes a long time, and I have others to do as well, some of which are more complex. In fact, I don’t care if the edges are distorted, overlap, or anything like that. I need all the points to remain the same distance from each other, using as few seams as possible. This is why I deformed the central edges of the vase into a zigzag pattern. As long as they cover the same distance, it’s fine. If I hadn’t deformed them (by reducing their distance along the X axis), it wouldn’t have been possible.
This image shows the common way of unwrapping objects, but in that case, the goal is to preserve the appearance of the surfaces, which is different from preserving the distance between vertices.
but like @Okidoki and @joseph , I’m at a loss, trying to understand context. Trying to figure if a solution is even possible is impossible.
Looking at your example, the ‘unwrapped’ wire frame you did in Rhino, I’m guessing, that what you want is for the edges of a face to remain the same length, even if that involves inserting an extra ‘vertex’ that breaks the geometric shape of the underlying face, so long as the perimeter of any original face remains the same length. By this logic, the area of any face is therefore irrelevant, just it’s perimeter. This also means it’s possible to have a face with zero area. A square squished diagonally so that the opposing vertices lie on top of each other has such a property. Is this allowable within your requirements?
the green line cannot be the same length as the red line, so although this is correctable in this instance [ by scaling the red line vertically ] it is a real head scratcher to consider this in a more complex scenario.
I’d never say it’s impossible [ there are some seriously smart people out there ] but it’s intriguing.
Dj.