Cables, vines, tentacles and pipes can be very fiddly things to unwrap, a proces made much easier by the cool UV tools within Blender! The video tutorial below goes through the process from beginning to end, complete with an example of what to do when a common UV unwrapping error occurrs: unwrapping a mesh with inconsistent normals.
This is the result of about 30 minutes of python and a loose understanding of Jacobson’s Verlet Integrator. A method that allows for soft editing of organic meshes. Not sure if I’ll take this further, some changes might need to be made to Blender to make this easier.
Just add a Monkey into the above scene, don’t modify the monkey that’s already in the scene, that is the reference model. Enter the second monkey’s edit mode, press Space and type Verlet, hit enter. Move vertices around to see their effect (watch the video below).
Note, the above is released free for any and all use, if you use it for something cool feel free to drop my name.
I’ve added new functionality to UV Normalize, now there’s a switch that will scale and position unselected vertices by the same factor as the selected vertices. This lets you define which vertices are used to calculate the range of the normalization while forcing unselected UVs to maintain scale.
This addon allows you to normalize your UV coordinates in Blender so that it fills the uv’s from 0.0 – 1.0, with additional controls for preserving aspect with X or Y, scaling the resulting uvs and positioning them and an optional border padding.
For a complete demonstration, from installation to execution check out the video:
Enjoy! Any constructive feedback will be appreciated.