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Blender - Smart UV Project - Bended Uvmap section editing

Ronald

Resource contributor
Messages
974
I'm currently working on creating the textures for my YF16 project.

Blender_smart_uv_project_unwrapping_mesh_bending.jpg

I'm using the [UV Mapping] -> [Smart UV Project] methode in Blender to generate my UV maps (see image above)
A - Some of my 3D mesh part unwrap perfectly symentrical (the one with the green lines).
B - One part of the mesh is "bananah shaped" (the one with the red line).

QUESTIONS:
- Does anyone know want can cause the bending of this 3D UV-map?
- Has Blender a "UV-map edit function", with which I can straighted the bended section in the UV_map?
 
You'd be better of using project from view unwraps. The weird shape is likely due to the mesh not being straigh actually.
 
Hey Ronald...

I think F747fly is correct.... but to be certain... can you post a image of the model looking straight down.... You might have to recreate your UV's though either way.
 
Thanks for the reply everyone. My problem has been solved.
Cause:
Double (sometime tripple) vertixes which got placed on top of each-other, due to EXTEND-AND-EXTRUDE operations.
In some portions of the mesh I had started to EXTEND the mesh locally, but forgot to EXTRUDE the selected section too.

Solution:
- Deleted the trouble-some sections and and rebuild those sections (clean).
- Modify some seam locations
Everything worked out fine afterward with the default [Unwarp] function. I will post screenshots of the re-created mesh later this week.
 
Hi Ronald,

Glad to hear you solved the issue. I usually during the modeling process clean the mesh using the 'remove duplicates' command. Anyway, you can edit the uvmap. Once you have unwraped the mesh, you can enter in edit mode in the UV panel and edit the uvmap as a plain mesh, selecting vertices or groups and grabbing or rotating them to suit your needs.

Greetings
 
@JESUS: Do you know any good tutorials / resources on Blender UV editing?
Are their any functions inside Blender which can help "straighten out" a (portion of a selected) UV-map?
 
@JESUS: Do you know any good tutorials / resources on Blender UV editing?
Are their any functions inside Blender which can help "straighten out" a (portion of a selected) UV-map?

Trust me on this you do not want to go about editing the UV yourself, instead what you want to do in most cases is do some project from view unwraps. Ideally you do four parts (top, left, bottom, right) and put them together:

layout.png


To examplify
 
Trust me on this you do not want to go about editing the UV yourself,
I don't mind doing a little manual labor from time to time, since computers can not fix everything for you Frits.

instead what you want to do in most cases is do some project from view unwraps. Ideally you do four parts (top, left, bottom, right) and put them together:
Thanks for explaining/showing "unwrap" functionality to me. Until now I was stuck into the "3D character-mesh-modeling-unwrap mindset" where they "roadkill a mesh" to get a uv-map of it.
I must admit you did mention it earlier, but I was not (yet) making the connection to using the (top, left, bottom, right) view to generate instant repaint-kits :-)
Now this unwrapping way makes things a whole lot easier, Thanks again Frits!
 
since computers can not fix everything

But when it comes to UVs humans are even worse :rotfl:

I did not mean to sound like a know it all btw, this is just based on my own trials and errors with UV unwraps and my mistakes (and mistakes again of course).
 
Here's my feedback (and images) on the offered suggestions:
1_project_from_rightside_view_to_uvmap.jpg

1 - Model in edit mode, select all, UV-Mapping, Project from (right side) view.
2 - Exported the uvmap as .png into gimp.
3 - Inside gimp: - Added 2 layers to it (a white layer underneath and a paint layer on top of the exported UV-Map).
4 - Exported the entire image as rightside-texture.jpg
5 - Selected [Cycles Rendering] engine

2_apply_sideside_view_texture_to_fuselage.jpg

6 - Node Editor: Added a material to fuselage.
7 - Node Editor: Applied the new texture to the material.

3_texture_gets_deformed.jpg

Left: Render in viewport, Right-up: Export from view UV-Map, right-down: imported texture
7 - Texture get applied to the material on the fuselage, but not in the original size :banghead: I choose exported it???
 
Last edited:
I think i'll stick to the default Blender UV-unwrap method with the right amount of well places seams.
4_default_uv_unwrap_texture.jpg
 
Well, in order to be able to do more complicated paints on it you will have to make the parts:
- equally scaled
- as straight on to the part as possible.

The latter condition is indeed met with the smart unwrap, however this will be horrible when applying paints due to scale and location of the various parts.
Ofcourse, this is all up to you, the developer.

Also, projecting all from one side won't work, you want to get as close to a 90 degree angle on every face as possible from your view.
 
Thanks for the tips Frits.
This looks like a workable UV-map for me (for now).
1_uvmap_reworked.jpg

1. I created this uv-map by placing the seams in more logical places and then used the default UV-Unwrap function.

2_texture.jpg

2. Applied the new texture to the fuselage

screenshot.0030.jpg

3 - Its not perfect yet, but enough to get going (for now)
 
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