Post by stevejjd on Jun 7, 2016 3:39:00 GMT
Hi guys,
I'm using Unfold on complex geometry and wish for the following features:
1. Complete Integration of Unfold3D engine inside 3ds max via the “Unfold3D Modifier”. Cuts out the export, import workflow never having to leave 3ds max. It would be fully integrated into 3ds max, with respect to polygon to uv selections, selection sets. This would cut out the need to develop tools within Unfold3D so that developers can focus more on the unwrapping features and algorithms. In addition to full integration there should also be a live Bridge between 3ds max and Unfold stand alone.
2. Unfold3D needs some kind of outliner to show a hierarchical list of list of objects and selection sets with options to show and hide.
3. Traditional, polygonal selection methods (Vert, Edge, Poly, Element) available in 3d viewport that are converted into UV selections for example you select an element in the 3d view-port and translates into selecting the corresponding UV patches. Such selections should not be interrupted by UV cut seams. So if you have an arm with a uv cut seam down its legth, you can use polygon based edge tools to select around the wrist that ignores the uv cut seams.
3b. UV selection methods available from the 3d view-port so you can select UV islands off the 3D Mesh.
4. Symmetry to be Updated: should be per UDIM tile and ability to Set a topological axis as in Mudbox LINK
5. A master option to say that you are working on either Hard surface/mechanical or organic meshes so that the unwrapping results are mechanical or organic.
6. Packing UVs into UDIM tiles based on the Polygon Material ID. For example, you have a model made of wood, metal, glass, leather so you make IDs per material type inside 3ds max. You then cut and unwrap your mesh and then press “pack UV’s per ID channel”. The UVs then move to their own UDIM tile respective of their Polygon Material ID.
6b. I also wish for "Local Packing" - when you select UV islands you see a rectangular or square selection box around them, "Local Pack" should pack the UVs with in the selection box. And/Or Local pack is a tool on the shelf, click it then drag a rectangle or square, place any UV island in in and press pack and it will constain to the drawn out rectangle/square.
7c. World Space Unwrapping so that we can Unfold objects that should align to certain direction. This will make it easier to align objects horizontally or vertically and prevent them from being upside down.
7. Only 1 version of Unfold3D which is the latest and best for 1 affordable price with access to beta testing for people who want to contribute (like me).
I will show the breakdowns of my models when they are complete to further promote Unfold3D, as well as suggest new ideas as I think of them. Also I'm new to using forums, don't know how to see any replies. I hope to be more active as I create better models. Its taking so long because I don't accept a shit standard for myself. Is it possible to Beta test my suggestions if implemented?
I'm using Unfold on complex geometry and wish for the following features:
1. Complete Integration of Unfold3D engine inside 3ds max via the “Unfold3D Modifier”. Cuts out the export, import workflow never having to leave 3ds max. It would be fully integrated into 3ds max, with respect to polygon to uv selections, selection sets. This would cut out the need to develop tools within Unfold3D so that developers can focus more on the unwrapping features and algorithms. In addition to full integration there should also be a live Bridge between 3ds max and Unfold stand alone.
2. Unfold3D needs some kind of outliner to show a hierarchical list of list of objects and selection sets with options to show and hide.
3. Traditional, polygonal selection methods (Vert, Edge, Poly, Element) available in 3d viewport that are converted into UV selections for example you select an element in the 3d view-port and translates into selecting the corresponding UV patches. Such selections should not be interrupted by UV cut seams. So if you have an arm with a uv cut seam down its legth, you can use polygon based edge tools to select around the wrist that ignores the uv cut seams.
3b. UV selection methods available from the 3d view-port so you can select UV islands off the 3D Mesh.
4. Symmetry to be Updated: should be per UDIM tile and ability to Set a topological axis as in Mudbox LINK
5. A master option to say that you are working on either Hard surface/mechanical or organic meshes so that the unwrapping results are mechanical or organic.
6. Packing UVs into UDIM tiles based on the Polygon Material ID. For example, you have a model made of wood, metal, glass, leather so you make IDs per material type inside 3ds max. You then cut and unwrap your mesh and then press “pack UV’s per ID channel”. The UVs then move to their own UDIM tile respective of their Polygon Material ID.
6b. I also wish for "Local Packing" - when you select UV islands you see a rectangular or square selection box around them, "Local Pack" should pack the UVs with in the selection box. And/Or Local pack is a tool on the shelf, click it then drag a rectangle or square, place any UV island in in and press pack and it will constain to the drawn out rectangle/square.
7c. World Space Unwrapping so that we can Unfold objects that should align to certain direction. This will make it easier to align objects horizontally or vertically and prevent them from being upside down.
7. Only 1 version of Unfold3D which is the latest and best for 1 affordable price with access to beta testing for people who want to contribute (like me).
I will show the breakdowns of my models when they are complete to further promote Unfold3D, as well as suggest new ideas as I think of them. Also I'm new to using forums, don't know how to see any replies. I hope to be more active as I create better models. Its taking so long because I don't accept a shit standard for myself. Is it possible to Beta test my suggestions if implemented?