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Post by simbiosi on Sept 11, 2017 19:25:51 GMT
I am new to unfold and I using the beta. I dream of a software the will help me on speedup creating UW map from 3d object like building and vehicle. I use Formz to create my model so I start ttI first export in OBJ format but with default setup unfold crash. After playing around with setting this is the one that unfold menage to open: I thought that after selecting an object, unfold tool, will create all my uw easyly LoL. Then I start to select face by face as suggest in some tutorial and cut them but unfold tool didn't create island: The result is not right of course, I doing something wrong, but working by each face is going to take ages. What is the best walktrought to archive good result for such 3D object? Thank's for any hint
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Post by joshpurple on Sept 11, 2017 19:52:11 GMT
Welcome to the forums Simbiosi . You might want to check; www.youtube.com/watch?v=UTKGeDceABI&t=2s (I think there are 4 vids for it; unfold3d.boards.net/thread/95/instruction-videos-beta ), and more tutorials, etc. here; www.youtube.com/channel/UCIeLTW-_QouhXYL1pL45Zug/videosJust checking, but were you intending to post this here as a showcase piece? I first created a thread outside of the Showcase thread, a W.I.P. thread (here; unfold3d.boards.net/thread/91/autoseams-pack-zbrush-import-export , feel free to check it out, hope it helps ). Then, when I was at a fairly complete stage, I posted in the Showcase thread to show the results. I defer to the Unfold 3D team, but I'm guessing they'd welcome you to do the same if it might help, etc. . Hope that helps, & all my best! -josh
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Post by simbiosi on Sept 12, 2017 10:00:25 GMT
Hi Joshpurple, Thank you for your input, I have watched some of them, I fill that this software is more for organic 3d modeling. I still don't get the process on unfold all of my poly in a faster way. If I need to select one by one, cut them and then unfold, there is no value for my use, maybe I do it wrong. I don't understand if ChrisGFX found useful Unfold on Millenium Falcon's project as he talks about Maya in combination. I hope there is a better solution.
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Post by Remi Arquier on Sept 12, 2017 11:20:16 GMT
Hi Simbiosi, Thanks for your feedback. Unfold3D does pretty good job with hard surface models too, providing that you tell it a good cutting line. Your mesh seems to be rather simple to be segmented / unfolded / packed with not so much actions. Situations where you have to select polygons like you said are rare, usually a good cutting line is enough. To get a good cutting line Unfold3D VS offers you advanced automatic tools and semi-automatic tools for that. With a mesh like this I would apply the following steps : 0- Download the last version of Unfold3D (current version is 0.10.32) 1- Load your mesh using "File->Load..." 2- Cut your mesh : a. Open the panel "Autoselect Edges": b. Set 79 degrees to "Angle Between Normals" and click on "Sharp Edges". This will select some edges. c. Cut the selected edges using "Cut" by pressing key "C" d. Launch the auto select algorithm "mosaic" to select more edges by clicking on that icon: e. Cut the newly selected edges using "Cut" by pressing key "C" 3- Unfold your mesh by pressing key "U". This will unfold and pack all your islands. 4- You can then edit by hand the island that have some problem by cutting them by hand. Once finished, press "P" (pack), Unfold3D will pack all your islands in the unity square. Coud you please tell me the 3D software that you use, I don't recognize that exporting panel. Many thanks again.
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Post by Remi Arquier on Sept 12, 2017 15:26:37 GMT
And Also I have a question.
Could you please tell me if when you load your mesh, it has the cut lines (oranges lines) as seen in the screen shot ? If yes, it is certainly a exporting problem and not a problem coming from the way you use Unfold3D.
It would explain why you written "but working by each face is going to take ages.". It is clear that if your model loads already cut like that it would take ages !
So yes, we must see if there is an exporting problem with your 3D software formZ.
best regards
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Post by simbiosi on Sept 12, 2017 16:31:37 GMT
Your recipe is working really well here an example even if my obj export is not right for Unfold it says Input polygon data has some topology errors I will send you the file if you want: There are some things I would like to ask maybe they are already implemented. 1_When you weld (W) lets say the edge of two island one is getting crazy end get distort the cure is always U key that flat again in one single island. Is there a way that the island get attached without loosing is shape(Shell). 2_The align island in orizontal or vertical I found it a little bit tedius, would not be easy if you select the edge and push align tool that it will rotate vertical or orizonatlly mantaining the shell so no distortion? 3_Can we have a Multi-Stitch? I have used for years polyunwrapper tool that helpe me alot in those situation, here the tool I metion www.polytools3d.com/polyunwrapper/help/05_transform.html. I not comparing your tool with polyunwrapper, your tool is a way more powerfull and the magick of pressing U and P is fantastic!!!! Thank you
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Post by joshpurple on Sept 12, 2017 17:00:38 GMT
Fantastic Simbiosi ! Looking great! And Thank You Remi !
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Post by Remi Arquier on Sept 12, 2017 17:49:07 GMT
Hi Simbiosi, I am glad you find a way to unwrap your model. Your 3 requests are perfectly meaningful. - Actually the first one is already in the TODO list. - The second should be added also because you are not the first person who ask for it, but please, have a look at this post, It may answer to your needs: unfold3d.boards.net/post/344/thread- For the third, it would be cool if you could explain me more what you need with that. A tip: Select all the wheels, then press G. Then press P, then deselect, then press P again. You will have the wheels packed together and the others elements will be placed around them. Thank you again for your feedback !
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Post by simbiosi on Sept 12, 2017 19:13:27 GMT
- For the third, it would be cool if you could explain me more what you need with that. My pleasure, as the beta have show me other option to speed up things, in a world that move so fast. Check this for the 3th request: youtu.be/hVOU-ylpKPU?t=1m37sI forgot the 4th backface kulling for selection. For the wheel I not so happy as the should by mapped differently like this Let's say I need to sacletose island at the same ratio is there a way to scale the 3 shell and scale by the smaller island or the avarage or the maximum? Sorry, I need to stop asking as I can go on and on.
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Post by Remi Arquier on Sept 12, 2017 20:49:30 GMT
When you writte "scale", and "smaller island or the average", you talk about their texel density right ?
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Post by simbiosi on Sept 12, 2017 22:30:40 GMT
When you writte "scale", and "smaller island or the average", you talk about their texel density right ? Yes I mean I have 3 different Shell (island) with different density, I select all of them and decide to scale to the one's with lower density or I can choose to the one higher density or an average of them. thank you
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Post by Remi Arquier on Sept 13, 2017 9:07:45 GMT
Understood. Yes that would be nice improvments and simple to implement. For now, there is already the option to scale by the average using that blue button: thanks !
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