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Modo 801 uv
Modo 801 uv








Increasing this value will push the UV data further apart as well as scaling the resulting UV data down to accommodate the needed space. The Relative Gap Size dictates how much space will be forced between the UV boundaries. Relative Gap Size: If your UV data has multiple islands (contiguous geometry pieces) there needs to be some amount of gap left between these UV "chunks". Increasing the 'Iterations' will unwrap the data, the number of iteration necessary is largely dependent on the complexity of the target mesh. With the value set to zero the UV view will appear just as if you simply used a UV projection method based on the 'Initial Projection' and the 'Projection Axis' settings for the tool. Basically this is the "amount" of unwrapping. Iterations: This value determines the number of iterations for the global solver to run across the UV data. Try them both and see which option produces the most desirable result. The 'Angle Based' option uses the 'Least Square Conformal Map' algorithm (as did previous versions of MODO) and can be better for hard surface types of geometry. Method: Users have the option to use two different UV unwrapping evaluation methods, 'Conformal' which uses the ABF++ algorithm for angle base flattening, and is good for organic shapes. When the tool is activated the following options appear in the tool properties panel. Once a map is defined, additional adjustment can be applied with the ' Relax' tool to often improve the already amazing results produced by the Unwrap tool. There are a number of options that control how the unwrap is evaluated, and some can have a dramatic effect on the final unwrap quality, since the tool works in real-time (of course depending on the density of the target mesh), many different permutation of settings can be tried to devise the best result. Next, LMB+click in the 3D viewport to enter interactive mode, LMB+clicking and dragging will increase/decrease the number of 'Iterations', usually the greater the iterations, the better the resulting UV map, though only up to a point. UV unwrap function is found in the "UVEdit" layout, LMB+click the "Unwrap Tool" button to activate. Once the seams are defined, unwrapping the model is the next step. UV Unwrap will act on any visible foreground geometry, so it may also be desirable to hide any geometry that should not be acted upon. It is best to try to hide any seams in the least accessible areas, such as the back of a head under the hair, or under the arms. It should be noted that UV mapping is largely about managing the stretching and distortion that comes with representing a 3D surface on a two-dimensional plane, so some thought should be put into which edges to select for optimal results. A continuous loop of edges over the geometry would define the outer edge for two, separated UV islands, making it easy to unwrap an entire character into multiple islands simultaneously. Seams are defined prior to activating the tool, by selecting edges in series, the edges themselves become the boundary. The Unwrap tool works best when users first define seams over the models surface that, when unwrapped, define the outer edges of a UV island (a UV island is simply a connected group of polygons in a UV map). With that we have just described skinning an animal and the UV Unwrap function all at the same time.

#MODO 801 UV SKIN#

The idea is that we need to cut seams into the skin of the subject so that when we lay the skin out onto the table it lays as flat as possible without much stretching of the skin. Sure it's a little gruesome but it's really the best way to think about it. To understand the concept of UV Unwrap, simply think about skinning an animal. The UV Unwrap tool provides an elegant solution to creating UV maps from just about any kind of mesh, from hard surface to organic.








Modo 801 uv