Advanced last UV editing
Once we have a flatten last we may want to do further editing to the texture coordinates and get a better flattening than what initially given by the tool. Botcha offers a feature-rich UV editor that allow you to do multiple things with it. We are going to cover an interesting workflow here, starting from an unwrapped last and getting a basic pattern that we will use for flowing and re-unwrapping.
Flowing and adjusting the pattern
We will first use the B_FloweEdge
command to match the
initial flattening to the existing basic shell pattern. This command will allow us to select which
edges should be matched to which curves of the pattern. Once the command is run the result should
be something similar to what is shown here:
Cutting and re-flowing
The second step is to remap the pattern between the flat version and the 3D one. What we suggest is to cut the original mesh and remap it to 3D, then weld it and remesh it so you will end up with very clean geometry that you can work with. To reacap:
- Use
MeshTrim
to cut the mesh with the u-throat curve of the pattern. This will guarantee consistency with the remapped geometry. - Use
B_RemapObjects
to flow from 2D flat to 3D last the cut geometry
Weld
and fix any potential issue so that you get a nice 3D pattern around your lastQuadRemesh
to get very clean geometry in the 3DB_Unwrap
and add the unwrapping to the document.
the result should be something as seen here:
Getting the heel flow
Now we want to get the back side of the last isolated from the rest. We copy/paste the 3D last and weld the back side and cut the front side to get a clean heel connection. As seen in picture.
Now we want to use B_TransferUV
to copy the UVs from
the complete last to the heel-only last. We can use the
Distance-based
transferring with a cut distance
of 15mm. After we complete this operation the UVS will be completely overlapping to the ones from the
complete u-throat open last, as seen in picture.
Then we select the vertices on one side, whichever we prefer and we can pin those vertices, using the menu that we can get either from the right click onto the UV manipulator or the third button on the UV editor UI.
After that we want to start the live unwrap
from the same menu and get the proper relaxation
of the model as seen below. This operation can be used for all sorts of unwrapping. Here we
are presenting the most common one but other kind can be performed.
You can also perform this type of unwrapping on different type of lasts, here we have completed a more close to production workflow, if your objective is visualization only, you can skip steps about cutting and re-flowing. The tools that you can find in botcha are very flexible and will allow you to perform all sorts of flattening and flowing workflow, depending on your need.