A process to have UV maps for Subdivision deformation into account so that the UV projections fit the 3D final polygons’ shape better.
Additional old information added.
A- Safe between aplications
B- Discreet/Jagged Image distortion between polygons. Can show jaaged detail, especially in small distorted polygons.
C- Sharp UV mesh distortion.
Safe solution, but useless for 2D painting application since each polygon has its own distortion.
Samples:1-UV Mesh; 2-Texture; 3-Render with painted seems. Green is GOOD is internal countour, Red is BAD is empty space; 4-Render with NO green internal countour.
Notice that i used no -Padding/UV border compensation- so the red contour might show a bit because of Pixel Blending. Using Padding in the 3D Painting application avoids this.
Unwrap Smooth (with Linear Edges in this particular example)
A- Needs a high level Freeze between applications.
B- Continous Image distortion between polygons.
C- Smooth UV mesh distorion. It’s dependent of the Subpatch level in Layout (use at least the same level you used to freeze). Not compatible with Catmull-Clark.
In this case i Froze the model at Subpatch Lvl.8 (Powers of 2 are better; 8=2^3).
The frozen UV is now linear, but keeps its subpatched shape, since the frozen edges draw the subpatched contour.
The frozen Model is for external use only for texture creation. In Lightwave Subpatch mesh with textures.
This is a good solution if you going to edit textures with 2D applications too.
Flat Shells/Charts/Islands (whatever… i don’t know whats the exact name)
A- Safe between aplications (i guess/wonder).
B- SeamFULL. Image distortion. Good Coverage.
C- Perfectly flat UV mesh (i guess/wonder). Good Coverage.
Fast lazy solution, no UV map skills required. It’s like AUV/GUV tiles from Zbrush but properly scaled and shaped(i guess/wonder).Its quite dependent of the aplication UV borders paint and i wish you guys could tell me more what you think about this one.