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Post by dburke on Jan 15, 2018 23:08:27 GMT
Howdy!
I'm using Unfold 3D and it's a great program. The thing I'm trying to do now is to see the orientation of a face or shell as it correlates to 'up, down, left, right' on my model with bitmap applied. Sometimes shells in Max are rotated 90 degrees and I'd like to fix that right in Unfold 3D if I could see the orientation better.
Example; say my UVs are spot-on in Unfold 3D with the test map applied. This doesn't tell me whether the face or polys I'm looking at are correctly oriented for use in Max when a bitmap is applied. A number grid may be upside-down or rotated 90 degrees in Max, even if everything looks good in Unfold (without flips).
Is there some functionality to see orientation of faces as I'll encounter them in a 3D program such as Max, or do I just have to keep manually rotating faces or shells in Max as-needed?
It would be nice to see this right in unfold, or have a toggle to see the existing global test map vs. a global test map which reveals orientation with respect to other objects, e.g., Shell X is rotated 90 degrees from the preferred orientation, Shell Y is rotated 180 degrees, Shell Z is spot-on, etc.
I hope that's clear enough, but I'll be happy to elaborate or clarify if-needed.
Thanks!
Dan
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Post by Remi Arquier on Jan 16, 2018 17:18:25 GMT
Hi Dan,
Happy to see you again here.
I feel that you are describing something very wise, but unfortunately I don't get it. Would it be possible to have a screenshot of that ?
best
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Post by dburke on Jan 16, 2018 21:17:46 GMT
Hi Dan, Happy to see you again here. I feel that you are describing something very wise, but unfortunately I don't get it. Would it be possible to have a screenshot of that ? best Hi Remi, Glad to be here. I know it's not as clear as it could be. I'll see if I can word this a little better. This feature may already be present in Unfold. Let's say I have a box that I've unfolded and laid out in Unfold3D. I have 6 planes if I separate all of them. The 'front' plane will be mapped (as a test) with a bitmap that shows an up arrow and right-pointing arrow, which has a very specific orientation to show the arrows properly on the mesh. So, on my model there's an 'up', a 'right', a 'left', etc. However, when I'm looking at unfolded faces in U3D, I can't tell how that face or poly is going to relate to the original object. I can tell if a face is flipped or not (inverted faces shown in black), but I can't tell which part of the face will be 'up' or 'down' on my model. If I were to simply apply a texture to the unfolded UVs once back in Max, that 'up' arrow may be facing some other way, requiring rotating of UV shells in Max. So, is there a good way to see the orientation of my faces in Unfold? The test map always shows the same way, despite the orientation of my face relative to the model. The idea was to have the test map as it is now but with an additional function in Unfold to see a display of orientation of the local faces as they might display in a 3D program with a bitmap applied (as opposed to a general tiling global test map). What I'm trying to see (before I get back to Max) is whether my UV shells are human-readable and as organized as I can make them, so I know that 'up' is up (top of bitmap will be a top of UV shell, left on left, etc.). Maybe I just need to load a custom bitmap to see this better? Hopefully this is clearer than mud, haha. Thanks much. Dan
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Post by Remi Arquier on Jan 19, 2018 16:41:14 GMT
Hi Dan, Did you check to turn on the "Viewport Texture Grid" mode on the viewport? The classic checkboard texture map is then replaced with a grid with numbers so that you can see if your shells have the correct orientation. Also, take a look at this: located in the Packing properties panel. The X, Y, Z toggle let you select which axis should be UP in uv space. Does it answer to your needs?
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Post by dburke on Jun 19, 2018 23:15:21 GMT
Hi Dan, Did you check to turn on the "Viewport Texture Grid" mode on the viewport? The classic checkboard texture map is then replaced with a grid with numbers so that you can see if your shells have the correct orientation. Also, take a look at this: located in the Packing properties panel. The X, Y, Z toggle let you select which axis should be UP in uv space. Does it answer to your needs? Hi Remi! I've been using the grid and it's fantastic. I'll do some more testing but I found before that even if the distortion is shown by a numbered checkerboard, the direction wasn't necessarily being shown as it would be using a bitmap in Max. I'll see if I can verify this further either way. I would assume the numbered grid would show orientation, but if it's just an overlay (showing distortion) then it may not be. Will follow-up soon. The ability to enable vert or horizontal orientation is great! I use it all the time. Sometimes with square objects it doesn't work obviously, but that's easily fixed with better cuts. Thanks! Dan
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