UVs Workflow for Body Panels & Trim Elements with Bevels
This document describes the special workflow for creating UVS of body panels and trim elements with beveled borders.
To get the best results and avoid anti-aliasing artifacts on bevels, UVS should be created according to the following rules.
Let’s take a closer look at how to properly unwrap and optimize a UV shell for this element.
I have already unwrapped it using the Unwrap Tool and now need to begin straightening the borders.
For easier work I divide shell to two pieces in the place where hard edge from UV seam will not be super-visible in the game.
Straighten the main border of the shell with Straight tool.
Using snap to closest feature starting to move vertices to straight line of the border.
Very important to move border vertex and inner vertex at the same time to save proportions of face and not distort future bevel.
Continue straighten with this border.
Next one.
For this element, I split the borders faces, to easily straighten them.
Pinning the vertices that should not be affected by unwrap tool, remove UV seams from inner parts of the panel and stitching and unwrapping UVs together.
At this stage UV shells are straighten and ready, but for cases where you need to save space on the map you can shrink some straight parts of the shell that will no affect bevels.
Stitching shells back to singe element
Checking UVs to make sure there is no distortions on corner faces and borders is straighten for bevels.
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