there's a faster way, when you unfold your mesh, you can select a central edge that cross the object and click in "Straighten Shell" and them select all the shell and click "Straighten UV"
Cool method! BUT No need to cut this little uv shell. Just deselect edges of uv-cuts in 3d viewport at 2-55 step and do all the same steps as shown. It will work even with full torus
this is insanely time expensive, i'm sure there must be an script out there doing the same thing, there's no way to spend that much time on straightening a single tool
Ikr! All of these tutorials are just not worth it, sometimes you have to work with a lot of objects and if you do this to every fucking uv you have you are D E A D
You can always try to change the straighten UV angle from 0 to 30 or 45 and it gives you nice straight UVs or you can just select the vertices from the second method snap the pivot along the edge and scale the non aligned vertices to make a perfect rectangular straight UV
Hey tutorial-maker guy! I reeeaaaaally appreciate those like yourself going out of your way to make vids like this. But we are a little bit confused! Why does this process work? From about 2:40 onwards - the process seems to be a series of random functions which give the desired result? Could you please explain the steps again? And why they work?
Hello! I hope you are good. At the time of performing the third method, specifically, when I press Unfold along V the UV continues to be stericized, it does not straighten. Do I have to configure the Unfold so that they are aligned to me?
Did you try with a not so even distributed edgeloops in the V direction? In such case, that doesn't work like when the edgeloops are evenly distributed.
I often use this method in Maya as well. However, when I check the UV Distortion option, it tends to look quite messy. Maybe I'm relying on it too much, but should the distortion it shows be a concern?
Depends, plenty of clients and or lead artists I have worked with, do not like when they see the UVs distorted and will ask you to fix it. But now in terms why it might be a problem. If you are going to bake it, and has enough resolution, then you might get away with it. But if it has lower resolution you might actually see the pixels stretch and it looks bad. If you paint straight lines, it might look bad because the line might get thinner in the areas with more resolution. If you add a distinguishable pattern, you might see it become smaller where there is more density and it might even distort. But if you do not have any of that, you might get away with it, and there are ways to fix some of the problems. Such as duplicating the model, completely relaxing the UVs, putting the pattern, and then baking it. But of course, having to fix those problems is extra work, and it might be better to fix the UVs before texturing.
I run into this issue where this method works fine, but eventually the UV shells get all messed up and crumpled as I continue working in my scene. Any thoughts? I'm using Maya 2022, but I saw this issue on Maya 2019 and Maya 2020 too. I am deleting history on the UV shells after I finish them, but it doesn't fix the crumpling.
Honestly i'd rather just stick with the second or first method considering how much time the third one takes in whatever situation... even if the uv's are messy at the end.
As long as your textures look fine super clean uv layouts don't matter that much. The first unfold looks so close to your end result when you showed the checker map, but hey it looks super clean.
it's not abou how the uvs are going to look. Sometimes you have a pattern that needs to be repeating a long the surface in a seamless way, or a texture with apparant straight lines. If you dont have even UVs they are going to look wrong. Even though the first uv as you said would be the most realistic and how unwrapping would be in real life.
I am sorry but this is not correct. Your uv checker map on third object is not evenly distributed and as a resoult you will have streached texture. This is very bad tutorial. Only amatours gave you hand up :-)
Maya is incredibly dumb, I saw blender user do their uv in 1 to 2 click, thanks for the video, it is intriguing but for real I suggest using blender, I have not jump ship yet but I might as well learn it
there's a faster way, when you unfold your mesh, you can select a central edge that cross the object and click in "Straighten Shell" and them select all the shell and click "Straighten UV"
Wont work if the geometry isn't perfectly equirectangular.
I've been looking for a means to do this forever! Thank you!
u can do also cylindrical uv mapping... and then unfold U / or unfold V... it depends on your objects...same result but faster
Thank you! Yours was the optimal method I was looking for.
how? same method?
Thank you !
Thanks man
omfg I've been trying to staighten my shell for 30 min then went to find a way easier and thank you a lot )
Bro i spend 3hours to straight my uv islands today, and am finding this video now :(
Cool method! BUT No need to cut this little uv shell. Just deselect edges of uv-cuts in 3d viewport at 2-55 step and do all the same steps as shown. It will work even with full torus
genius
thank you!
So the procedure is - For some reason, cut a piece off, do some random stuff, then some more random stuff, and then it works?
Why? Why does it work?
4:05 when I unfold along V, it doesn't scale with the previous face, how to fix it?thank!
complex model this method not working such as tire etc, is there a method for that plz let me know
but aren't we suppose to have the same shape of uv as the object does
Something new i learnt today. Thanks!
This will save me a lot of frustrations, thanks!
this is insanely time expensive, i'm sure there must be an script out there doing the same thing, there's no way to spend that much time on straightening a single tool
i agree, seems convoluted, 3dsmax does the final result in just 1 button
Ikr! All of these tutorials are just not worth it, sometimes you have to work with a lot of objects and if you do this to every fucking uv you have you are D E A D
You can always try to change the straighten UV angle from 0 to 30 or 45 and it gives you nice straight UVs or you can just select the vertices from the second method snap the pivot along the edge and scale the non aligned vertices to make a perfect rectangular straight UV
@@ky1bi can you give me any reference video link for 3ds max ??
@@mahadihasansany6032 Unwrap UVW > Reshape Elements rollout > Straighten Selection
VERY CLEAN AND EFFICIENT PRESENTATION. THANK YOU VERY MUCH
Thank you. Helpful video, but what's the music you used? It's cute :)
Hey tutorial-maker guy!
I reeeaaaaally appreciate those like yourself going out of your way to make vids like this. But we are a little bit confused!
Why does this process work? From about 2:40 onwards - the process seems to be a series of random functions which give the desired result?
Could you please explain the steps again? And why they work?
Hello! I hope you are good. At the time of performing the third method, specifically, when I press Unfold along V the UV continues to be stericized, it does not straighten.
Do I have to configure the Unfold so that they are aligned to me?
I have suvscribed - super clear and usefill lessons. Thank you ! Keep making video!
Help, the option is disappeared since the update.
Did you try with a not so even distributed edgeloops in the V direction?
In such case, that doesn't work like when the edgeloops are evenly distributed.
Will this work for things like the back of a shirt or the front?
is it a problem if my uvs are not straighten?
the thing with if u do straighten uv , on a low poly model , you wont get a good result
bevel box how to unwrap perfect?
MY DUDE, THANK YOU!
thanks for sharing this great tip, i still want to do such thing but dont know how to, great video
I often use this method in Maya as well. However, when I check the UV Distortion option, it tends to look quite messy. Maybe I'm relying on it too much, but should the distortion it shows be a concern?
Depends, plenty of clients and or lead artists I have worked with, do not like when they see the UVs distorted and will ask you to fix it.
But now in terms why it might be a problem. If you are going to bake it, and has enough resolution, then you might get away with it. But if it has lower resolution you might actually see the pixels stretch and it looks bad. If you paint straight lines, it might look bad because the line might get thinner in the areas with more resolution. If you add a distinguishable pattern, you might see it become smaller where there is more density and it might even distort.
But if you do not have any of that, you might get away with it, and there are ways to fix some of the problems. Such as duplicating the model, completely relaxing the UVs, putting the pattern, and then baking it. But of course, having to fix those problems is extra work, and it might be better to fix the UVs before texturing.
Finally! the lesson I needed. thank you!!
When straightening one of my objects the edges were just going nuts but depending on where I put the edge they were less so... I'm not good at this 😭
Thank you! Very helpful and easy to follow tutorial.
great tutorial!! love it
well it somewhat works and nice...but you had distorted UVs at some places!
this is perfect for trim sheets texturing! thanks
Thanks
I run into this issue where this method works fine, but eventually the UV shells get all messed up and crumpled as I continue working in my scene. Any thoughts? I'm using Maya 2022, but I saw this issue on Maya 2019 and Maya 2020 too. I am deleting history on the UV shells after I finish them, but it doesn't fix the crumpling.
Have you figured it out?
@@anudeep5757 yes, I did! It was something to do with the Unfold3D plugin. I deactivated then activated it and it fixed the issue
@@andrea-seems-ok Okay bro
love u dude, save pain ours of work
Honestly i'd rather just stick with the second or first method considering how much time the third one takes in whatever situation... even if the uv's are messy at the end.
where i listen this music? :=)
Is it possible for organic model say a face or something similar
Very Helpfull Superb Keep it up
What if it was arc?
Thanks! that's a nice way to do it.
well dude my whole uv looks like wobbly wobble
tough to implement your method
nice technique good use of tools
Thank you so much sir for help through this video for me
This is Brilliant Thanks!
Awesome! Thanks for sharing.
I will try, thank you
As long as your textures look fine super clean uv layouts don't matter that much. The first unfold looks so close to your end result when you showed the checker map, but hey it looks super clean.
it's not abou how the uvs are going to look. Sometimes you have a pattern that needs to be repeating a long the surface in a seamless way, or a texture with apparant straight lines. If you dont have even UVs they are going to look wrong. Even though the first uv as you said would be the most realistic and how unwrapping would be in real life.
If you're planning to import the model into Substance Painter or similar, it's right
You are a freeking genius!!
went over the top of my head
nope it just destroys the mesh on me much more than method 2 and I have an oval
Amazing!! Thank you very much!!
great class ever
I got lost when it comes to the move and sew edges cuz i dont have the option XD
Excellent 👌
This method does not work with organic
Nice. Thanks for the video. Really helpful technique ^_^
Ma meeenngggg u made my day
Thanks for making this tutorial ^^
awesome music
I am sorry but this is not correct. Your uv checker map on third object is not evenly distributed and as a resoult you will have streached texture. This is very bad tutorial. Only amatours gave you hand up :-)
Exactly, this looks like when you don't relax at all the uv. Amateur teaching amateurs.
@Karol Led ..yes, I tried this ..UV got straight but the checker map was distorted. you have any method for straightening UV with correct checkers?
OMG, It's helpful thanks
What kind of sorcery is that...
Very useful!!!! THANKS!! :)
Great thanks for share :)
Never knew about unitise!
tanque so much ..super trick
A M A Z I N G
its slow process think imagine if there is a really complex model
Why 3ds can do this with one button but and Maya requires you do this fucking gymnastics
My mind is f*cking blown.
Thank you
Thank you !!!
Thank you.
tk for tp
Thats just way too complicated.
Wow you a simple thing more complicated ..
this process is 10 seconds with blender
Спасибо!
ഒന്നും മനസിലായില്ല ഒന്നു പറഞ്ഞു tharo
Maya is incredibly dumb, I saw blender user do their uv in 1 to 2 click, thanks for the video, it is intriguing but for real I suggest using blender, I have not jump ship yet but I might as well learn it
Like I have already seen 40 tutorials on how to straight the uv, and all of them are trash
very very kind tuto!!.. (NEVER timelapse)
The Music is Pornmusic
way too tedious, uv straigthen plugin is best
Thanks man, i hate fcking uv
хрень
Thank you