The geometry is simple and plain. it doesn’t have a bottom face. I can’t really unwrap it in a satisfactory way. I can’t line up the chart, only scale it and the result is that the UV is always misaligned.
I’m no UV hero but I don’t think any UV map will bring you the result you aim for. I tried a few different UV maps but there is basically always some place where it will be a bit problematic. But like I said, I’m not a UV hero but just can’t really think about a satisfying solution with the pattern you would like to be on it. Because the pattern every distortion is more obvious.
Maybe you can just use ‘box’ and play around a bit like this. While that’s not perfect either it doesn’t really have to show in a final render if you play a bit with the light or dof.
Yeah, I’ve settled for box and kinda gave up on it. since the mattress is not the subject of the image I think I can just nudge the textures to look good on a “per image” rate.
I didn’t think of that one, could work well. And if it doesn’t work with procedurals you could just create a simple pattern in something like photoshop.
Nice one! I do most unwrapping in MODO which is pretty friendly (well, for me) but sometimes hard to figure out what the best place is for seams. It’s a good thing programs like KeyShot and f.e. Substance Painter are doing auto unwrap better and better. If you like to overthink things UV-unwrapping can be so confusing instead of just seeing it like peeling a banana or so
UV unwrapping is a pain in most 3Dsoftware. So much so it’s my lest favorite part of 3D.
For years now I’ve used Maya and the Malcom321 Mega pack for UV mapping which takes out some of the guess work. It’s worth the price, but it still takes patience.
The UV boundaries don’t match up perfectly, but I get some pretty good results by making “seam cuts” along the large edge blends at each of the four corners of the mattress.