Unwrapping multiple objects in 1 texture and export issue

I’m not sure if this is the right way to perform unwrapping of multiple objects in 1 texture, but I basically select them, hit unwrap and they are occupying the said space. The problem is that some of the UVs unwrap in an incorrect way.

Those ‘problematic’ objects when unwrapped on their own result are fine, but the moment I do the unwrapping of all the rest together something fails. Why does this happen?

Also, if we assume that the unwrapping of the objects is done and I’m ready to proceed to baking, do I have to do anything specific in order to preserve the unwrapping of all the same UV space. For example, if I export in FBX, will that do the trick?

Let me know if you need more clarification. :slight_smile:

You are very unprecise about this… (and i do know that you already asked some other beginner questions :wink:)
What do you think is the problem if you…

So there is no overlapping ?? But that’s the way it’s meant to be if you do so…

What does exactly mean ?? Seams are marked edges for “splitting” UVs… and what is incorrect here?

So maybe you can tell/show what you do expect and and show what it does (with settings) ?? (As i suspect it just do as it is meant to be… and you are expecting… something else ???

The only thing i can think of that some other software expext the UV’s between 0 and 1 or no negative values… (and again i don’t understand your “of all the same UV space”… )

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Some tough love right there. :stuck_out_tongue:

This is what I mean by unwrapping all objects in 1 UV space. Some of the islands get messed up for some reason by doing it this way. Essentially, what I meant is when I unwrap them individually (meaning head = 1 uv space, sword = 1 uv space etc), the islands do not get distorted.

However, for this project I need all islands to sit in the same space, basically.

That’s why I’m not sure if this is the way to unwrap all objects in 1 uv space or there is a better method…

(

I’m not sure if i understand this… i’m not suggesting self-help but "proper description… Anyway: )

Selection different faces will lead to different UV-layouts… yes… if you can make something whats suits you better… thenuse it…

Do you means unwrapping into different materials or using UDIMs… either way you can also merge an scale you UV into just on UVmap (not space… UVs are in UV space… you are talkind of different UV-maps or different UV-unwraps (which then may overlap or not if used in an other material or UDIM) as XYZ-space for the coordinate space ← mathematical term ).

So you can use you head-UV, body UVs just by merging (maybe it’s a ggod idea to name the different UV maps… well differently… not just UVmap

Edit: no the other way round: use the same name… but be sure the don’t overlap… scaling down to be in [(0,0),…,(1,1)] can be done later…

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Sorry - for the lack of proper wording to describe my challenge, I did a bit more research and what I essentially meant was unwrapping all objects in 1 texture. I read that it’s a common practice to do so, especially for stylized characters of this sort. Let me show somebody else’s unwrap and what I aim to do:

So, at the end of the day I don’t mean unwrapping into UDIMs. I need to pack all objects neatly into 1 texture, basically.

If I understood you correctly, I should merge all objects → unwrap → unmerge finally?

Again, this is very new and confusing to me… :slight_smile:

It depends… (the sentence which nobody wants to hear… :smile: )… there are multiple workflows possible…

If you build a model with (for example) some specific game engine in mind… then you should do it the best way to use it in this engine… sometimes it can be easier to build something apart and merge it later but have that merge in mind… sometimes it is easier to make it all in one part even if it is seperated later…
But in the end you will do what you think what suits you best…

So essentially your question:

… is totally unanswerable :exclamation:

Your UVs for example do have a verly low pixel density in the face of the character:

UVface

nobody else then you can tell if this is enough for the art style you are heading to…

Without re-reading some of your post i did read (and sometimes answered)… you just should look at some different tutorials (not the this is easy in x-steps)

Maybe even use something old as (especailly using this old on as an example) Blender Character Creation: Texturing ( Sebastian Lague) starting ~ at 1min at stopping at ~10min after he starts to bake something…

Because you don’t know blender too much yet you get distracted while following different workflows and can’t switcht between them yet… so it would be better to just follow one tutorial (and don’t try too hard to make that one character you are after to use it elsewhere) do learn one workflow… then try another one which seems to follow the same workflow and detect/discover the differences… and then try another one… and another one… and … after a while you will see what’s going on… an learn: there are different approaches to bake a cake…

There where already several tutorials mentioned in the Tips and Tricks/ Tutorial section… but also remember those which are for free a intentionally made easy to not shock the audience… :stuck_out_tongue_winking_eye: because if they won’t came back… then there is nothing to earn from the number of clicks… (on the other side not every payed tutorial suit your needs… for example some for profesionals…)

You may even go one to build a model which only a mother can love to just pay attention to some techiques…

Okay maybe i’m now just saying: God (or any andvanced enough AI) helps them that help themselves… :crazy_face:

Idea (WiP):

because you already made several posts regarding to making a character… why not start a thread in Work in Progess … there you can say something like… after setting up my main features i wanna try some UVmapping even if it isn’t by far ready for it… but i’m struggeling between this two possibilities (showing two different methods with example images) my main concern is about this little xyz here where i really don’t know how to to this yet… and some time later… rejecting some of my UVunwrapping i did a little work on the details where i has problems with the UVs to get more details and…

… i think that would be a better approuch than just asking some special question where other blenderartist may don’t follow you because of lack of context !?

Anyway: feel free to ask any specific question about some problems you may have with blender… but remember: someone can only understand what you are talking if you use the proper terminology and nobody else than you can answer questions like: which is (the) best (ever) or for me/you or anyone else…

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Thanks, man! That’s a great idea!

There should not be any particular difference between unwrapping multiple objects or one joined - if you marked the seams correctly :thinking:

So, the question is: what do you mean by “distorted” (it’s really not that obvious when you look at someone else’s mesh)? Can you show distorted and non-distorted results side by side maybe?

Also, you can unwrap them individually, then select all and place them carefully in space. Do it with grid texture to get some idea of density.

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Also, you can unwrap them individually, then select all and place them carefully in space.

That’s an interesting approach that I’d like to try. Not sure how to place them all together once I’m done with unwrapping them individually, though. Can you point me to a tutorial where I can see how?

A tool like UVPackamster will greatly help both speed this up and reduce wasted space. I wouldn’t recommend trying to pack by eye/hand, when you can have a C algorithm do it for you :slight_smile:

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Afraid I can’t think of anything in particular :smiling_face_with_tear: I only remember watching a lot of “UV unwrapping tutorials” and being frustrated all the time…

The setup looks kinda like this:

One might argue that it’s worth experiencing the pain manual method when learning. Especially if there are no really good free alternatives.

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That’s fair, it’s worth doing it by hand just so you can really understand why you should pay for UVPackmaster :wink:

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(And again you are asking for a specific tutorial for your problems:wink:)

There are thousends… Just watch some…!

Some suggestions after typing this totally random letters “unwrapping a character” into the YT search…

with blender… looked a bit into it… nice…

Yeah Maya … just watch something complete differrent…

and there are also live session… (2h just for part 1)

As i said: you may do like some or aren’t even able to follow another one… just watch at then take a walk… and later watch some other… and then …

Thanks for the plugin! I was also meaning to ask you if there is a UV plugin, which could perfectly spherize a spherical uv land. Here’s what I mean:

5

I tried to look for one, but what I found was basically aimed towards square-shaped objects.

MagicUV → Align → Circle … see https://docs.blender.org/manual/en/latest/addons/uv/magic_uv.html
but it’s strange… the border of suzannes eyes can be circulized… but not the nect inner circle…??

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With the risk of displaying public affection - I love you, man! Helps a lot. :slight_smile:

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:blush:

Now go and practice…