Hey!
Im very new to 3d-scanning and my 1st project is an apple.
My problem is the UV unwrapping. I would need a seamless uv-grid, to be able to fill the texture-image-file after editing the exported 3d-model.
What i have now is this - how can i make it beautiful?
Hello dear user,
I believe there is nothing wrong with this unwrap really, but If you want to make it more consistent, you can switch the unwrap style to fixed texel size, that should do the job. But in terms of functionality this unwrap will work as expected.
The thing is this: I would like to see only the apple. So i delete the lower part:
Till here everything is okay. But i have to close the hole, and then i need to fix the texture:
I thought i could photoshop the unwrapped texture - but that will not work, because the uv map is looking like this:
The orange parts are from the uv-grid. It´s more-or-less randomized over the texture. So, if a add anything to this texture it will randomly appear on the apple´s surface.
A better topology/uv grid would solve this problem.
Or is there a better war to have the complete apple? Can i add extra photos from the apple´s lower side?
Or do i habe to make the photos in an other way?
You got two options, one is to shoot the apple from up to the side where the middle line is, then turn it upside down and do the same. If done correctly, it could end up as a whole apple, but it is a bit tricky to get perfect.
Second is to retouch it as you wanted, but not directly as your technique was. Wanting to retouch a photogrammetry model texture in 2D is a nonsense due to the unwrap as you experienced (the unwrap could barely be better, this is not the same as classic modelling) What you need is a software which can paint the texture directly on a 3D model and project that information into the UV space. Such software for example is: Mudbox and 3D coat.