anicg Posted February 18, 2019 Share Posted February 18, 2019 First time I do UV mapping for a rock (was used to manual UV flatten for hard surface objects) This is a high (very high) poly rock (obviously not for games) I applied GameDev Auto UV, it has taken a bit more than 10 minutes and I got this: 1- How do I clean the apparently unnecessary seam cuts (in red)? 2- Does it look like a reasonable UV mapping for a rock? are there too many seams? it's meant to go to Substance Painter. 3- should I have applied the UV's when it was low poly? (I have 5 layers of noise, each time I want to add noise I subdivide first) At the end I added a close up on the mesh (822170 polygons) Quote Link to comment Share on other sites More sharing options...
reeson Posted February 18, 2019 Share Posted February 18, 2019 (edited) If you have a high poly mesh, you do your UVs on a low resolution/poly mesh. You can make a low res. mesh by converting your high res. mesh into VDB, and then convert it back into polygons. I also use GameDev Auto UV, but sadly it doesn't do a good job every time. Check out the videos, maybe it will help. https://www.sidefx.com/tutorials/houdini-game-dev-tools-auto-uvs/?collection=48 Edited February 18, 2019 by reeson Quote Link to comment Share on other sites More sharing options...
anicg Posted February 18, 2019 Author Share Posted February 18, 2019 Thanks this has helped a lot: first polyreduce then auto uv. It's much better but I'm left with some areas with nasty stretching. How do I relax these in Houdini after the auto UV? Quote Link to comment Share on other sites More sharing options...
reeson Posted February 18, 2019 Share Posted February 18, 2019 I'm not an UV expert, but I made this quick hip file. Take a look, maybe it will help. VDB_rock_autoUVs.hip 1 Quote Link to comment Share on other sites More sharing options...
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