odf opened this issue on Oct 27, 2008 · 13933 posts
JB123 posted Sun, 14 December 2008 at 6:53 PM
Hi ODF
Im not sure how to import marked seams in Blender. You would have to re-cut/mark them in the edit window within blender. If you've already unwrapped in another program the uv layout should remain the same in Blender's Uv editing window.
I feel your frustration and I agree Blender is not a program to be learned over night. I only suggested it as an alternative once your trial uv layout runs out. My initial feelings were the same but then it kind of grew on me as I scratched the surface.( Still just scratching the surface after about 4-5 months.lol ) Wings uv mapping annoys me to no end as much as Blenders annoys you. I have tried roadkill in the past but couldn't come to grips with it. I don't have much money for expensive tools ( and this is just a hobby ) so I learned Blenders Uv mapping off and on over a period of a few months. It took me about a week to get the bare basics down. I don't use it that often though I only use it for uv mapping and sculpting. I use wings for modeling.
It's a useful tool but probably not everyone's cup of tea.
I have a suggestion and I don't know if it will help or not but going back to pat's plain jane thread
he once mentioned doing uv's on a larger morphed model then the stretching is not as bad on the default shape. I wonder if this idea could work in reverse on your model. Make the nose smaller but have it loaded as it is now as an active morph on the default figure.
Please don't be frustrated. This thread and a few others ( mostly BagginsBill's threads ) are the only reason I come here. No matter how you cut it, it won't be to everyone's taste. My biggest concern as far as texturing flexibility would be the chin split. If you could stitch that and still have
reasonable distortion it would be great. If not so what she'll still be great. :)
Cheers
JB