I’m struggling with strange issue i cannot unwrap bottom part of this object - for some reason bottom part is always sticked to rest of the the model i tried everal times to select seams at the end i decided to select all possible edges to split uv islands apart but it seems that there are verticies that are sticked forever Any clue on this ?
What I get when opening your file is not what shows on your posting shot. There is a simple closed polysrf. Exploding it yields 21 normal surfaces, some are trimmed. Nothing strange or abnormal.
@ChrisK did u read title? I have issue while running uv unwrap of this ‘simple’ closed polysrf with almost all in g2 on top. When i try select seams and map texture with smallest distortion on it i cant cause i’m getting forever sticked render meshes no matter how i will select seams.
then i used _Unwrap and selected some of the logical edges. Once the command was done i used the _UVEditor to lay out the UV islands. The scaling or nesting algorithm used is not optimal, so this has to be done by hand.
@clement in your file everything works perfect i just tried to run all those commands on my file but i get same result as earlier hmm by window i also tried to chain select bottom and rest by hand. Did u select all of them by hand?
I think you’re giving the unwrapper a hard job because unwrapping the whole shape in one piece would mean you have to compress the whole inner mesh a lot to get it flat. That is something LSCM is not made for and therefore it looks ugly.
You might try below file, i’ve removed the planar bottom just to demonstrate how ABF (angle based flattening) would handle this. To look at it, use the _UVEditor on the mesh. To assign that mapping to the polysurface, select it first then use a custom mapping type (the rubber ducky icon). Once it asks for a custom mapping object, select the mesh.
You can later delete the mesh and change the meshing parameters of the polysurface without destruction of the mapping.