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Post by Remi Arquier on Jul 12, 2017 10:00:09 GMT
Thank you Josh.
Your current workflow seems pretty good, and as you can see, you can get a usable result if few clicks.
You could perhaps improve that workflow by adding cuts on specific islands only. To do that, place the mouse pointer over an island, then isolate it by pressing 'I'. Then add more cuts and do what you want with it. Then reveal all of them using 'Y' key.
Hope it will help !
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Post by Remi Arquier on Jul 17, 2017 15:12:39 GMT
Here is another nice improvment you can add on this workflow: Your cut lines seems good (considering the time passed to do it), but you have some of them that are on very visible parts. It would be better to have the cut on non visible parts of your model. To do this, switch to "Protect Map" edit mode (1). Then paint using the brush the areas you want to protect to be selected/cut (2). Then rerun the Hierarchical algorithm, it will *try*, when possible to avoid theses areas. Thank you !
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Post by joshpurple on Jul 17, 2017 15:56:53 GMT
Excellent ! Thank You Remi! Glad to use the Protect Map edit mode (and I'll post up the workflow/results).
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rone
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Post by rone on Jul 21, 2017 18:48:34 GMT
I merged all of the SubTools in ZBrush, and exported one very large .obj file (using the SubTool Master), 2.398 Million points. When exporting the .fbx from ZBrush, I did not need to merge all of the SubTools (which is nice), and the .fbx loaded into UnFold3D without any issues (very large file size, 122 MB ). Both the .obj file and the .fbx file loaded in ~ 30 seconds. Here are some screen captures to show the dense mesh; Zoom in; There was some in-viewport lag on my system, but I could still work with the mesh & the UVs in UnFold3D. UnFolding the mesh, without doing any seam work, took ~ 30 seconds or less. I'll test out the AutoSeam function next (I still need to watch that video, I have TONS of learning to do with UnFold3D ). I loaded a decimated version of the .obj file (using ZBrush's Decimation Master), dropping it to 372,000 points total. Here's a shot of the decimated mesh in UnFold3D; (I did not do any clean-up work in ZBrush after doing the decimation, -interested in seeing how UnFold3D would work with it, etc.) Without doing any seam work, it Unfolded in ~ 2 or 3 seconds . I created some additional UV tiles, moved the parts (eyes, teeth, horns, etc.) to their own tile (and without doing any seam work), -I then played around with the UnFolding, Packing, Fit, etc. auto functions/settings. Being as sloppy and messy as possible , and UnFold3D never crashed, no lag, all UnFolding, Packing, etc. took less than ~ 2 seconds. Here's a shot (note: this is as messy, sloppy as possible, no seam work, etc.); Link to full res version of screen grab; i.imgur.com/jRVR6qr.png (I hit the maximum number of images I can add in a post, using the 'Add / Edit Attachments') I'll post up more soon. How did you get he multiple tiles in the bottom SS? Great post by the way.
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Post by joshpurple on Jul 21, 2017 19:20:14 GMT
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rone
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Post by rone on Jul 21, 2017 21:52:16 GMT
Thank you, Josh! Yea that’s exactly what I was asking. Does this lower the res on export though? Or can you export with multiple tiles without effect the models UV structure? Sorry I'm at work right now or I'd try it lol.
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Post by joshpurple on Jul 21, 2017 22:10:28 GMT
Glad to hear it ! And good question. I believe that depends on your export settings; UnFold3D gives you a lot of options, where you can set the resolution(s) to your needs. Of course, I defer to the Unfold3D team on the exact specifics (maybe there is a maximum resolution size? Or a maximum number of tiles that can be exported, etc. ?) Always glad to test stuff out (yaaa Beta ! ), try and help more, etc. you name it
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rone
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Post by rone on Jul 21, 2017 22:18:40 GMT
Glad to hear it ! And good question. I believe that depends on your export settings; UnFold3D gives you a lot of options, where you can set the resolution(s) to your needs. Of course, I defer to the Unfold3D team on the exact specifics (maybe there is a maximum resolution size? Or a maximum number of tiles that can be exported, etc. ?) Always glad to test stuff out (yaaa Beta ! ), try and help more, etc. you name it Yea the export settings are a bit confusing to me. Maybe a walkthrough vid would help from the Unfold team if they have time? I'm just excited about this program. I used to dread UV's now it's actually kind of fun. I do some abstract art sometimes and that mosaic selection is priceless. Well thank you, again man!
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Post by Remi Arquier on Jul 21, 2017 22:53:07 GMT
Hi Guys, One thing to understand with multiple UV tiles is that you must set the same tile layout in Unfold3D and in your 3D app. For example, if you set a 2x3 tile layout in Unfold3D, you should set also the same 2x3 tile layout in your 3D app to be coherent. The tiles that are displayed into Unfold3D are not exported into OBJ files and FBX files, however, they serve as guides to place your islands in well determined area (the tiles) while editing your UVs. In your 3D app (or 3D painting app) you will have to redefine the tile layout and use dedicated tools to assign a different texture map to each tile. Also, the resolution, and in our context, we talk about texture resolution, is not set by Unfold3D and it is even not written into OBJ files or FBX files. Actually, the texture resolution simply depends of the picture dimensions (bmp / png etc..) that you will use in your final 3D project, inside your 3D software. So you will ask to me: "ok, so why there is some parameters into Unfold3D that are related to resolution and picture dimensions" ? This is because: 1- the packing algorithm will do better work if you set the final resolution of your final texture when packing by setting coherent spacing and margin: 2- in the File Exporter Dialog, you will find the "Image Stamp Exports" parameters width and height. This parameters set the size of a rasterized version (the Stamp) of your UV maps. This Stamps images can be used to paint your texture under photoshop for example. It will generate a picture containing the edges/borders of you UV maps, and you can use them as guide to paint over them. If you use a 3D painting software, you'll problably don't need this tool. Not sure if its clear, don't hesitate to tell me if its not.
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Post by joshpurple on Jul 21, 2017 22:59:51 GMT
Excellent Remi, Thank You !
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rone
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Post by rone on Jul 22, 2017 7:52:39 GMT
Any chance there's an option to isolate in polygroup type way?
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Post by Remi Arquier on Jul 22, 2017 10:15:12 GMT
Hi Rone,
If you mean isolate a selection of Polygon:
1- Switch to polygon selection mode (F3) 2- Select some polygon 3- Press ALT-'I'
This will isolate the selection but be careful: all algorithms will still process the hidden polygons. The primitive hiding is there to help to select edges in case of complex geometry with concave areas only. On the contrary, a hidden island will never be processed.
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rone
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Post by rone on Jul 22, 2017 21:40:04 GMT
Hi Rone, If you mean isolate a selection of Polygon: 1- Switch to polygon selection mode (F3) 2- Select some polygon 3- Press ALT-'I' This will isolate the selection but be careful: all algorithms will still process the hidden polygons. The primitive hiding is there to help to select edges in case of complex geometry with concave areas only. On the contrary, a hidden island will never be processed. Thank you, Remi. What I'm getting at is selecting a whole part of a mesh, like in my case an arm. In zBrush I had the arm and fingers and such separated as polygroups so it was easy to select and isolate when needed. In U3D I select as many edges I could then use "+" to select the rest. It works but was a little slow on a dense mesh and was wondering if there is an easier way to select a whole part of my model. Like Josh said above it's awesome we can import FBX files with all the subtools as they are in zBrush instead of having to merge them all into one model but I was hoping U3D can see those parts and select the whole part in a couple clicks instead of select each point/edge/poly then having to grow the selection. It's not that bad but was wondering if I'm missing a command somewhere that can do that to make isolating quicker? I hope I said that right lol. Thank you, Rone
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Post by Remi Arquier on Jul 23, 2017 14:04:19 GMT
Oops, I answered aside in my previous post. Okay, now I understand what you mean, did you get something in the "group selection dialog" after importing your mesh ? Look at the following picture that shows the "group selection dialog": Does it answer to your needs ? Please tell me if something is missing for you. About Josh said about FBX and multiple subtools, that's great that Unfold3D loads all subtools, but it would be awesome if someone could verify that the subtools are well reimported into zBrush after the UV maps creation in Unfold3D. Thank you for your help guys.
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Post by joshpurple on Jul 23, 2017 15:14:03 GMT
About Josh said about FBX and multiple subtools, that's great that Unfold3D loads all subtools, but it would be awesome if someone could verify that the subtools are well reimported into zBrush after the UV maps creation in Unfold3D. Thank you for your help guys. Glad to verify / test if the subtools are well reimported into ZBrush after the UV maps creation in Unfold3D, -I hope to do that today . Thanks again Remi!
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