Regarding fixing an existing model: Both Houdini and Blender have sculpting tools, but Blender is much better for this. Clearly, it is best to not mess up the topology in the first place, and that is what I am recommending. Programs like Quadremesher, Zbrush, Modo, and RizomUV are very useful in their own right, but also allow one to fix things after they got messed up. Just to be clear, I am not recommending going out and buying a lot of additional programs. The UV edit nodes basically just pull off the pedals to separate them (avoiding overlap). The group was done with polygon selection rectangle with the eye icon to avoid selecting the back of the model. Second attachment is entire unwrap done in Houdini with method suggested above. If you are using 3Dcoat, Substance Painter, or Mari, the number of seams are much less important, and orientation can be for best fit (maximizing your texture area) rather than aligned. If you are using 2D painting, like Photoshop, you probably want to minimize seams. But if you are doing proper UV's, it depends on how you plan to color your model. (see attachment, done in Modo, but could have been done in Houdini with UVedit) Coloring the mesh can actually be done in Houdini/Mantra without UVs at all, since you can ramp the point position or point normal to a color. The second way would be to use a UVedit node and either move the vertices or just break off the areas where there is overlap (the equivalent of adding an extra seam). Perform UV mapping separately on each part and then merge them together and pack the UVs. Then create another blast node and delete the polys on the other side of the loop. Since you have a seam, you can add a blast or delete node and remove all polys on one side of the loop. Regarding mesh overlaps, you could prevent this entirely in one of two ways. Even autoretopology can create problems with spiral edge loops, but it isn't that difficult to fix this afterwards. That creates havoc with selecting edge loops, and I don't know how much time it took to select the boundary, but it was likely tedious. ![]() ![]() Your model actual has two parts with disconnected polygons and one part is all quads and the other all triangles. The topology in the original is not good as the object has an unnecessarily large number of polygons, which creates problems such as you already discovered with UVflatten. I generally do manual retopology if I plan to rig the model or want to get the best polycount, but that remesh was a one click in Zbrush (which would be similar to quadremesher plugin for Blender). What is the reason for that overlap when my mesh in 3D is separated? Hopefully i was clear in my writting. ![]() That way if i paint the color over the mesh, the color will bleed and be choppy. Regarding this case, i also notice that when unwraping it like this, you can see the mesh overlaps. However im not sure on what part are you aiming for when say that the mesh is bad and needs retopo? I sculpted previously 6 flowers and on this principle was able to unwrap it on half by making seams across the edge of the flower and splitting it on 2 parts. But why is it bad? I will not be using it for game engine as i read its notorious for demanding a good mesh, its just going to be rendered in animation, although i can see that it could be problematic because this way im not able to uv flatten it. I sculpted that mesh in Blender, i tried not to give it too high resolution while sculpting it. ![]() Did you do that retopo manually or did you do it with something like polyreduce or remesh? You know, i ve been thinking what you said about the mesh, that it is bad and it needs retoplo.
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