After watching of all available tutorials on uv mapping in Rhino, I have decided to start making proper UV texture maps on my models. It looked simple enough, but I Instantly ran into some problems.
Here I have a simple open surface created by revolving a curve as seen below:
I’m trying to make a texture which has a checkered texture similar to default rhino texture offered in uv edit tab. I’m trying to get the seamless checker effect. But when I unwrap the texture (along an only available seam which is identical to the curve that I used to revolve the open surface) I get a really weird shape, which causes warped checkers as seen below:
If you need unwrapped UV often than I recommend you to buy an unwrapper like Unfold3D (http://www.polygonal-design.fr/). Also I use MoI3D to create clean low poly meshes before. Here an example.
I use Unfold3D since a few years for unfolding air plane and train seat clothes. It’s one of my most important tools to deliver high quality renderings.
This is the first thing I tried. It doesn’t work smoothly enough, unfortunately.
This looks very promising.
Something like I would be able to achieve in Cinema4d.
So it looks like the Rhino v5 UV unwrap doesn’t really work that well. Is it any better in v6 or v7 WIP?
Since I know the long progress of Unfold3d I think developing more than a basic unwrap tool is to much for the Rhino team, there is enough work to do at the NURBS side.
In cases like yours I used the spherical mapping some times, if the texture doesn’t show the inhomogeneous scale to much (for example for a brush effect).