Sat, Feb 15, 12:41 PM CST

Renderosity Forums / Blender



Welcome to the Blender Forum

Forum Moderators: Lobo3433 Forum Coordinators: LuxXeon

Blender F.A.Q (Last Updated: 2025 Feb 09 8:29 pm)

Welcome to the Blender Forum!


   Your place to learn about Blender, ask questions,
   exchange ideas, and interact with the other Blender users!


   Gallery | Freestuff | Tutorials

 

Visit the Renderosity MarketPlace. Your source for digital art content!

 





Subject: unwrap after subsurface and solidy


atpo ( ) posted Wed, 15 May 2019 at 4:40 AM · edited Sat, 15 February 2025 at 12:31 PM

I find that unwrap is diffcult after apply modify of subsurface and solidy

.Because model has many many faces. And model is not a simple and thin

piece,coonnstruct of model has been changed. And I try to use "smart unwrap" ,which model has outer and inner part,which

is very complex. So I want to know: 1: To do uv unwrap before apply modify of subsurface and solidy or after

apply modify of subsurface and solidy ? 2: Any easy way that can make unwrap is easy after apply modify of subsurface

and solidy ? Thanks.


Lobo3433 ( ) posted Wed, 15 May 2019 at 7:13 AM
Forum Moderator

OK with a model that has thickness when you apply the solidify and subsurface modifiers smart UV is not going to give you the best unwrapping results you will need to cut up your model using seams to get you a much better layout of your UVs

Lobo3433

Blender Maya & 3D Forum Moderator 

Renderosity Store

My Free Stuff

Facebook

Twitter

Renderosity Blender 3D Facebook Page



atpo ( ) posted Wed, 15 May 2019 at 7:30 PM

Thanks. But that is very tough to uv unwrap. Beause model has many many face when you apply the solidify and subsurface modifiers . Any easy way ?😀


Miss B ( ) posted Wed, 15 May 2019 at 8:42 PM

I'm not sure about the solidify modifier, as I haven't used it very often, but I long ago realized UV unwrapping was faster, and easier, if done BEFORE using subsurface division.

Needless to say, it depends on what the object is. This has always worked for me when modeling clothing. It's been a while since I've tried modeling a large prop or environment object with lots of detail, so not sure if doing the unwrapping before subdivision in that instance is better. I usually only use a Sub-D of "1" for clothing, and I usually do that in Poser, as I only use Blender for modeling, not final rendering.

Again, this is just how I usually work. Others may do things differently. I think you need to find the easiest/best way that works with your workflow.

_______________

OK . . . Where's my chocolate?

Butterfly Dezignz


kratzdistel ( ) posted Thu, 16 May 2019 at 3:26 AM

My workflow is: applying the solidify modifier BEFORE unwrapping as it changes the mesh. If I used a mirror modifier I first set the seams (I usually do manual uv unwrapping), look if it's unwrapping is ok and then apply the modifier because this way I've already set the seams and do not need to do it for the mirrored side. For the subdivision: I always do the unwrapping BEFORE applying the modifier to be exact I almost never apply the subdivision modifier. This way it's eathier to change the mesh for further modeling. You can export your model as object and tick "apply modifiers" in the export obj options tab, you do not need to apply modifiers before exporting.


Miss B ( ) posted Thu, 16 May 2019 at 12:49 PM

Sounds like a good workflow kratzdistel. I also like to set up seams before I unwrap.

_______________

OK . . . Where's my chocolate?

Butterfly Dezignz


Lobo3433 ( ) posted Thu, 16 May 2019 at 7:19 PM
Forum Moderator

I have used both methods of unwrapping before and after applying modifiers but have always usually marked my own seams first and done clean after making the initial unwrap I do not usually trust the smart UV option unless it is something very basic in shape and form. Is this model a piece of clothing atpo? If so I would mark seams along the sides like almost cutting it in half and to reduce face count if the faces wont be seen when it is worn if it is clothing then I would try and delete those that will not be seen

Lobo3433

Blender Maya & 3D Forum Moderator 

Renderosity Store

My Free Stuff

Facebook

Twitter

Renderosity Blender 3D Facebook Page



Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.