denus
New Member
Posts: 1
|
Post by denus on Jan 17, 2018 14:57:25 GMT
Hello. was pleasantly surprised by the support on YouTube, I was even promised an update) a new question appeared, I decided to ask already here 1. For exmaple, I have shells, which have a consistent position and order, its desirable for texturing and a good kind of final maps.(attached) So, can Unfold pack these shells without mixing, just packing them closer with my padding value? may be its sounds strange, but hope You'll agree that in production even this simple function can save a lot of time) 2. how texel density works? I mean I cant understand values. In 3ds max and Maya texel of my shell 300px per meter on 4k map, for example. in your program texel of this shell 0.000732424. and it doesnt matter what units or map size ill choose. may be I lost any settings? its very strange and very important in any tasks) Attachments:
|
|
|
Post by Remi Arquier on Jan 19, 2018 16:56:44 GMT
Hi Denus,
A) I understand this well need. I think that would be a nice feature to add. I don't see how we could implement this for now but I may find.
B) To get the absolute texel density, multiply the value Unfold3D gives you (which is the relative texel density) by the texture resolution. You'll get the value like in 3DS Max.
C) I am currently uploading a new release of the development branch. You'll see the feature you asked (I named it Magic Wand like in Photoshop) by switching to Polygon Mode (F3) then by activating at least one of the Angle modes. Hope you will like it.
Please give me feedback on it.
|
|