RedPhantom opened this issue on Jul 26, 2015 · 11 posts
DaremoK3 posted Mon, 27 July 2015 at 1:49 PM
I agree with Lobo, and Cybermonk about that being a good UV tutorial, but overall I find it annoying for several reasons for it to be a UV tutorial. You will learn the basics needed to work with UV's in Blender, though.
RedPhantom, I UV map in both programs, and use both as a check/balance system since they both utilize the same UV coding (Roadkill was developed from early Blender UV codes derived from the Inria white-papers). Both utilize LSCM (Least Squares Conformal Map[ping] - 2002), and ABF++ (Angle Based Flattening; advanced parameterizations- 2005). Although, Blender does not allow you to switch between the two like Roadkill does (I wish this was added in Blender), and I believe Blender defaults to ABF++, but I am unsure (my testing results in inconclusive data, but Blender's stretch viewing seems to favor ABF). Regardless, some items UV mapped in Blender yield lower stretching rates, while other meshes mapped in Roadkill are the better flattening results.
Yeah, I don't just create 3D, I study 3D... but, I digest... umm... I mean, digress... Yeah, that's the ticket...
Anyways... I think you should cross-test your mapping in Roadkill since you are familiar with it. Use both algorithm switches, and compare with Blender original. Most likely LSCM will be the closer match to Blender's, and sometimes the flattening will be better in RK, which you will want to save that as a final map.
Okay, I am assuming you are proficient with RK, and know edit mode utilizes "C" for cut seams and "W" for weld seams, which work dynamically on the mesh. Why do I bring this up? Well, I'm glad you asked...
For you, who are used to working in RK, there is a more comprehensive work-flow in Blender for UV mapping that is parallel to RK (a coder added RK's dynamic syncing a few years back). It is called "Live" UV unwrap, and will allow you to work in Blender how you work in Roadkill (but you're in Blender... Yay!).
Here is a tutorial that will show you how to employ the "live" dynamic UV mapping in Blender: https://vimeo.com/21943368
I hope this helps.
*Edited to fix link...