Correct Ngon UV unwrap
Modelling with ngons (faces with five or more vertices) is a efficient way to save time and keep the mesh clean during production, but UV unwrapping ngon faces sometimes results in stretched and unusable UVs.
A fix for this issue is to triangulate the faces, unwrap the UVs, and then dissolve the faces back to ngons. However this defeats the efficiency of using ngons.
This proposal is to add a checkbox in the unwrap operator panel for correcting ngons. Checking this option makes the unwrap algorithm treat any ngon as a triangulated face, but without triangulating the actual mesh.
5 Comments
Yes this is in 2.79 and it's still present in 2.8 . You can't unwrap ngons in blender. And that's why some of us are unwrapping in other softwares .
@giakaama: Yes. Unfortunately the Unwrapper in Blender really needs an overhaul badly. But this isn't an easy or additional tast to the 2.8 release, either. This is a pretty significant feature and needs a dedicated developer.
I made a proposel for this as well: blender.community/c/rightclickselect/mccbbc/
The relax algorithms need an upgrade (SLIM was going to be added but then Aurel Gruber, who was implementing it got a fulltime job and it wasn't continued into the official branch any further). We need a better packer (like shotpacker or UVPackmaster - both paid addons), better relax algorithms and an better stretch preview sometime in the future.
Until then I will rely on external software , as well. As soon as I have a project that justifies it coming up I'll probably invest in a license for Rizom Lab's Unfold3D - and that seems like it will spoil me a LOT in terms of features!
@motionblur.of.doom: AGREE FULLY !!!
Isn't this a bug? Who would want the current behaviour?
@Emil Assarsson: yeah, didn't think about that. I guess it still counts as a possible fix for it.