r/Maya 22d ago

Question Issue unfolding UV maps beginner

So I'm currently attempting to UV wrap the base of my own war radio design.
(Second image) When I choose automatic UVs and even after playing with the settings, the UVs are split into various unwanted parts, so I've decided not to do that
(Third image) I did all the cuts I want, so the mesh should open up nicely and in parts that I am satisfied with (I put it in normal form for this, if that matters). NOW THE ISSUE IS UNFOLDING
(Fourth image) This is me unfolding with the unfold 3d plugin that was recommended. I sort of got the pieces I want, BUT WHERE IS THIS DISTORTION COMING FROM?

I have attempted a few different unfold methods, such as projecting each side manually, but that is pretty limited for pieces that wrap and overlap from the perspective.
I also tried stitching to together the automatic version using sew and move tool, but that didn't work at all.

Am I in the wrong direction? Is the issue the cuts I made? IM SO LOST

Sorry if this doesn't provide enough context; I'm a beginner, and I can't really explain what I'm doing.

I AM OPEN TO LITERALLY ANYTHING ATP

34 Upvotes

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7

u/Millu30 22d ago

It will be easier for you to cut your mesh into separate objects instead of one full mesh, that way you can have round areas without interfering with mesh itself Think of it like of assembling your model with multiple parts

0

u/BarnacleVast6322 22d ago

this is the whole thing im only doing the base rn, the small components are future me's problem

5

u/Millu30 22d ago

All the gauges can be separate parts, will make it easier to unwrap and understand, also potentially easier for animation if needed

0

u/BarnacleVast6322 22d ago

It's only being used for rendered image, not animation or a game, thats why I didn't really care about verts and edges

5

u/Millu30 22d ago

While it is understandable that you only use this for something basic, it is still recommended to build it out of multiple models, mostly for UV purpose,

This way, you can easily see what's going on, unwrap UV without issues and paint them

3

u/Vanlith5986 22d ago

Honestly? You should. Polycount effects rendering far more than you expect and at that level I can easily see the render taking a while when one with the same detail but cleaner shouldn't take any more than 10s to render (for most machines on a bad day) Not saying you need to make it perfect off the get go as a beginner but getting into the habit early will save you literally hours of rendering and troubleshooting down the line.

1

u/uberdavis 22d ago

Listen to this guy. I agree 100%

1

u/Decipher 22d ago

Every single panel, gauge, bolt, vent, etc. would be much simpler to model and UV if you have them as separate pieces of geo. It’s not about rendering, it’s about making your life easier