Blender - UVmapping - (Unwrap or SmartUV Project) - Non symetrical uv-maps-sections
I currently modeling the General Dynamics YF-16 (the mother of all F-16 on the planet).
After a long journey I have arrived at the UV-Mapping , Unwrapping and texturing section of this project.
My current challenge: Bended / Deformed UV-Map sections
When I use the
- [UnWrap] method or
- [Smart UV Project] method,
sometimes a portion of my UV-maps does not get unwrapped 100% symmetrically.
You can see an example of this below (the section with the red line in the middle)
QUESTIONS - about the [UNWRAP] method:
1 - Can one influence the result of the [UnWrap] operation (yes/no)?
with something else then placing seams inside the 3D-mesh?
2 - What (internal) factors does Blender use to group islands-of-vertices together?
Is this only based on the seam-locations or are there other factors at play here?
QUESTION about the [Smart UV Project] method:
3 - Which Angle (between what?) is being used to in the [Angle limit] field
I've already read the Blender manual section on this, but it doesn not provide much answers / details
on how Blender actually does the trick.