kwhali
Junior Member
Posts: 56
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Post by kwhali on Sept 30, 2017 6:20:29 GMT
Unfold3D has been very helpful with unwrapping UVs. Sometimes the UV islands do not pack well due to size or shape(or both). An example is if you have long islands from pipe or planar objects. These can have poor scaling for texel density(with or without the scale islands uniformly feature request in place), other islands may be of similar rectangular shape or have pieces that protrude or curve shape that affects efficiency of packing/layout of islands. In these cases if Unfold3D could find nice seams to cut these islands into more square/rectangle shaped islands, cut the protruding part, split a curved/angular shaped island, subdivide large islands, etc.. Then these islands would be in better shapes for packing. For the mesh data we have, it is static scenery, we aim to utilize the UDIM tiles texture space and are ok with more UV islands if we can pack better than current results. I have some assets I can send to show what some manual cuts achieve. A similar feature but in 3D space, we have a mostly flat object of scanned painting. Autoseams could try to identify this and split it into a grid of islands, these would utilize texture space quite efficiently depending on amount of UDIMs and how it packs(if UDIMs is not optimal, I've seen the packer place two uv square islands into UDIM tile but leave roughly half of the tile empty. The painting has a seperate mesh of a frame surrounding it, auto seams had troble properly trying to cut this well and I had to go in manually to create loops at the corners, then make cuts along the frames long shapes(still very easy to do with your software ). Perhaps being able to project/draw a line or grid in 3D view and the software finding the nearest/shortest path of edges would work too. I'll send you some sample meshes
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kwhali
Junior Member
Posts: 56
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Post by kwhali on Dec 12, 2017 1:57:06 GMT
I use unfold3d again for environment of several rooms, mostly square flat shapes. To keep texel density large flat square shapes need extra cuts/subdivision to pack well. Some of the shapes are squarish but have some shapes protrude from edges, these would trim off the larger square shape. Other shape like L is two rectangles, if quite long need to split to pack with same texel density so it can fit in a udim tile(we used 100 at 8k for this environment). It is simple visual task to do that is quite repetitive, if possible to develop feature or two that can assist speed it up would be good. I spent about 2 to 3 days unfold this 1.5 million triangle mesh. Workflow involved rough start with autoseam broad details, then add extra seams where needed, straighten out some auto seams that were too jaggy with smoother seam cuts instead and then subdivide where neccessary for good pack. Added about 400 to 500 islands manually I think, so I have bit more learning to do with the software
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