Re: UV packing
I have barely used it myself but I always here great stuff about uv layout http://www.uvlayout.com/ I dont know about the specific features Im afraid Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 29 November 2013 07:56, Martin Yara furik...@gmail.com wrote: I also would like to know if there is any standalone or plugin, free or commercial, that packs your already existing unique UVs ? I've tried Unfold and UniqueUV polypack. If you want to bake your textures with a tighter uv, polypack can be useful, but if you want to create UVs from zero to paint your textures manually I don't think you have many options inside SI. Although not optimal, unfold is your best option. I usually use unfold as a base, but in games you need to give preference to certain parts giving them more texture resolution so you need to resize those UV parts manually, and also overlap UVs sometimes. After being done that, polypack or unfold pack are usless (unless I'm missing something). BTW, I'm thinking in trying Unfold3D and headus trial versions as soon as I can get some free time. Is there any other UV tool out there worth of giving it a try? Martin
Re: UV packing
I recently wrote a tool for a project we're on that varies the given UV space based on distance to a null, but it could in theory be given other parameters to change the scaling of the islands. However, it's bat-shit crazy and by no means off the shelf ATM, if we ever turn it into a more general purpose tool we'll make it available, but that's a big if. Another trick is to create your UVs by any method you like, create a second unfold UVs set, paste your existing UVs in to the unfold set and then use the packing functionality of unfold to repack your manually made uv's. This will reset any scaling you may have done to your UVs however, which would be *wonderful* to turn off, or at least maintain the scale ratios if there's any devs listening. On Fri, Nov 29, 2013 at 11:03 AM, Simon Reeves si...@simonreeves.comwrote: I have barely used it myself but I always here great stuff about uv layout http://www.uvlayout.com/ I dont know about the specific features Im afraid Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 29 November 2013 07:56, Martin Yara furik...@gmail.com wrote: I also would like to know if there is any standalone or plugin, free or commercial, that packs your already existing unique UVs ? I've tried Unfold and UniqueUV polypack. If you want to bake your textures with a tighter uv, polypack can be useful, but if you want to create UVs from zero to paint your textures manually I don't think you have many options inside SI. Although not optimal, unfold is your best option. I usually use unfold as a base, but in games you need to give preference to certain parts giving them more texture resolution so you need to resize those UV parts manually, and also overlap UVs sometimes. After being done that, polypack or unfold pack are usless (unless I'm missing something). BTW, I'm thinking in trying Unfold3D and headus trial versions as soon as I can get some free time. Is there any other UV tool out there worth of giving it a try? Martin
Re: UV packing
I really recommend uvlayout for uv work. It looks old (the UI) but it's really powerful. Video showing some of the packing features: http://www.screencast.com/t/yWkUipBZvkv UVLayout's video page (showing most of the features: http://www.uvlayout.com/index.php?option=com_wrapperItemid=67 And also the page to the addon: http://www.sshadows2005.narod.ru/main/programming/softimage/headusuvlayout.htm I know it's a standalone solution, but a really powerful one, and it's worth every penny, as well as the time inverted in learning it. On Fri, Nov 29, 2013 at 8:57 AM, Jules Stevenson droolz...@googlemail.comwrote: I recently wrote a tool for a project we're on that varies the given UV space based on distance to a null, but it could in theory be given other parameters to change the scaling of the islands. However, it's bat-shit crazy and by no means off the shelf ATM, if we ever turn it into a more general purpose tool we'll make it available, but that's a big if. Another trick is to create your UVs by any method you like, create a second unfold UVs set, paste your existing UVs in to the unfold set and then use the packing functionality of unfold to repack your manually made uv's. This will reset any scaling you may have done to your UVs however, which would be *wonderful* to turn off, or at least maintain the scale ratios if there's any devs listening. On Fri, Nov 29, 2013 at 11:03 AM, Simon Reeves si...@simonreeves.comwrote: I have barely used it myself but I always here great stuff about uv layout http://www.uvlayout.com/ I dont know about the specific features Im afraid Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 29 November 2013 07:56, Martin Yara furik...@gmail.com wrote: I also would like to know if there is any standalone or plugin, free or commercial, that packs your already existing unique UVs ? I've tried Unfold and UniqueUV polypack. If you want to bake your textures with a tighter uv, polypack can be useful, but if you want to create UVs from zero to paint your textures manually I don't think you have many options inside SI. Although not optimal, unfold is your best option. I usually use unfold as a base, but in games you need to give preference to certain parts giving them more texture resolution so you need to resize those UV parts manually, and also overlap UVs sometimes. After being done that, polypack or unfold pack are usless (unless I'm missing something). BTW, I'm thinking in trying Unfold3D and headus trial versions as soon as I can get some free time. Is there any other UV tool out there worth of giving it a try? Martin -- -- IMPRESSUM: PiXABLE STUDIOS GmbH Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, Komplementärin: Lenhard Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth IMPRINT: PiXABLE STUDIOS GmbH Co.KG, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRA 6857, General Partner: Lenhard Barth Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, Tino Barth -- Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte Weitergabe dieser Mail ist nicht gestattet. This e-mail may contain confidential and/or privileged information. If you are not the intended recipient (or have received this e-mail in error) please notify the sender immediately and destroy this e-mail. Any unauthorized copying, disclosure or distribution of the material in this e-mail is strictly forbidden.
Re: UV packing
thanks everybody for help UVLayout is exactly the tool what i looking for thanks again On Fri, Nov 29, 2013 at 7:43 PM, Orlando Esponda orlando.espo...@gmail.comwrote: I really recommend uvlayout for uv work. It looks old (the UI) but it's really powerful. Video showing some of the packing features: http://www.screencast.com/t/yWkUipBZvkv UVLayout's video page (showing most of the features: http://www.uvlayout.com/index.php?option=com_wrapperItemid=67 And also the page to the addon: http://www.sshadows2005.narod.ru/main/programming/softimage/headusuvlayout.htm I know it's a standalone solution, but a really powerful one, and it's worth every penny, as well as the time inverted in learning it. On Fri, Nov 29, 2013 at 8:57 AM, Jules Stevenson droolz...@googlemail.com wrote: I recently wrote a tool for a project we're on that varies the given UV space based on distance to a null, but it could in theory be given other parameters to change the scaling of the islands. However, it's bat-shit crazy and by no means off the shelf ATM, if we ever turn it into a more general purpose tool we'll make it available, but that's a big if. Another trick is to create your UVs by any method you like, create a second unfold UVs set, paste your existing UVs in to the unfold set and then use the packing functionality of unfold to repack your manually made uv's. This will reset any scaling you may have done to your UVs however, which would be *wonderful* to turn off, or at least maintain the scale ratios if there's any devs listening. On Fri, Nov 29, 2013 at 11:03 AM, Simon Reeves si...@simonreeves.comwrote: I have barely used it myself but I always here great stuff about uv layout http://www.uvlayout.com/ I dont know about the specific features Im afraid Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 29 November 2013 07:56, Martin Yara furik...@gmail.com wrote: I also would like to know if there is any standalone or plugin, free or commercial, that packs your already existing unique UVs ? I've tried Unfold and UniqueUV polypack. If you want to bake your textures with a tighter uv, polypack can be useful, but if you want to create UVs from zero to paint your textures manually I don't think you have many options inside SI. Although not optimal, unfold is your best option. I usually use unfold as a base, but in games you need to give preference to certain parts giving them more texture resolution so you need to resize those UV parts manually, and also overlap UVs sometimes. After being done that, polypack or unfold pack are usless (unless I'm missing something). BTW, I'm thinking in trying Unfold3D and headus trial versions as soon as I can get some free time. Is there any other UV tool out there worth of giving it a try? Martin -- IMPRESSUM: PiXABLE STUDIOS GmbH Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, Komplementärin: Lenhard Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth IMPRINT: PiXABLE STUDIOS GmbH Co.KG, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRA 6857, General Partner: Lenhard Barth Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, Tino Barth -- Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte Weitergabe dieser Mail ist nicht gestattet. This e-mail may contain confidential and/or privileged information. If you are not the intended recipient (or have received this e-mail in error) please notify the sender immediately and destroy this e-mail. Any unauthorized copying, disclosure or distribution of the material in this e-mail is strictly forbidden.
UV packing
Hi everybody I don't have much experience in UV, so sorry if this a stupid question, but i didn't find so far solution for it. Is there a tool or technique to 'pack' UV sets to use maximum of work area (box 0,0 1,1)? I manually unwrap object to have it nice and clean, but i think that i loose usable work area of image when i manually place it. thanks
Re: UV packing
You can use the Pack of the Undold Tool. In Texture Editor Tools Unfold Pack. In the Undfol ppg select the Pack Tab and then the Pack button. 2013/11/28 Mladen Kevic mladen.ke...@gmail.com Hi everybody I don't have much experience in UV, so sorry if this a stupid question, but i didn't find so far solution for it. Is there a tool or technique to 'pack' UV sets to use maximum of work area (box 0,0 1,1)? I manually unwrap object to have it nice and clean, but i think that i loose usable work area of image when i manually place it. thanks -- ...superpositiviii...qualunque cosa accada!...
Re: UV packing
Using the Spacing parameter you can avoid island overlaps, but actually, it doesn't optimize the space as you'd like. 2013/11/28 Luca superposit...@gmail.com You can use the Pack of the Undold Tool. In Texture Editor Tools Unfold Pack. In the Undfol ppg select the Pack Tab and then the Pack button. 2013/11/28 Mladen Kevic mladen.ke...@gmail.com Hi everybody I don't have much experience in UV, so sorry if this a stupid question, but i didn't find so far solution for it. Is there a tool or technique to 'pack' UV sets to use maximum of work area (box 0,0 1,1)? I manually unwrap object to have it nice and clean, but i think that i loose usable work area of image when i manually place it. thanks -- ...superpositiviii...qualunque cosa accada!... -- ...superpositiviii...qualunque cosa accada!...
Re: UV packing
yeah i try that one, but it uses space even worse than i did. it without any reason rotate islands, and make very big gaps between them On Thu, Nov 28, 2013 at 10:53 AM, Luca superposit...@gmail.com wrote: Using the Spacing parameter you can avoid island overlaps, but actually, it doesn't optimize the space as you'd like. 2013/11/28 Luca superposit...@gmail.com You can use the Pack of the Undold Tool. In Texture Editor Tools Unfold Pack. In the Undfol ppg select the Pack Tab and then the Pack button. 2013/11/28 Mladen Kevic mladen.ke...@gmail.com Hi everybody I don't have much experience in UV, so sorry if this a stupid question, but i didn't find so far solution for it. Is there a tool or technique to 'pack' UV sets to use maximum of work area (box 0,0 1,1)? I manually unwrap object to have it nice and clean, but i think that i loose usable work area of image when i manually place it. thanks -- ...superpositiviii...qualunque cosa accada!... -- ...superpositiviii...qualunque cosa accada!...
RE: UV packing
Try UniqueUV, PropertyTexture ProjectionUniqueUV then play with the 'PolyPackUV' operator in the explorer window to break the islands up according to angles and other options. 'PolyPackUV' op is in the object..polymesh clusterstexture cords PolyPackUV In 'Unique UV' or 'Unfold' methods, at times it does not occupy the complete 0-1 workspace but that is normal because it won't scale the islands. You can scale/rotate/move them afterwards if need be in the texture editor. Manny Papamanos Autodesk Product Support Specialist Softimage and Motionbuilder From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mladen Kevic Sent: Thursday, November 28, 2013 5:21 AM To: softimage@listproc.autodesk.com Subject: Re: UV packing yeah i try that one, but it uses space even worse than i did. it without any reason rotate islands, and make very big gaps between them On Thu, Nov 28, 2013 at 10:53 AM, Luca superposit...@gmail.commailto:superposit...@gmail.com wrote: Using the Spacing parameter you can avoid island overlaps, but actually, it doesn't optimize the space as you'd like. 2013/11/28 Luca superposit...@gmail.commailto:superposit...@gmail.com You can use the Pack of the Undold Tool. In Texture Editor Tools Unfold Pack. In the Undfol ppg select the Pack Tab and then the Pack button. 2013/11/28 Mladen Kevic mladen.ke...@gmail.commailto:mladen.ke...@gmail.com Hi everybody I don't have much experience in UV, so sorry if this a stupid question, but i didn't find so far solution for it. Is there a tool or technique to 'pack' UV sets to use maximum of work area (box 0,0 1,1)? I manually unwrap object to have it nice and clean, but i think that i loose usable work area of image when i manually place it. thanks -- ...superpositiviii...qualunque cosa accada!... -- ...superpositiviii...qualunque cosa accada!... attachment: winmail.dat
Re: UV packing
I also would like to know if there is any standalone or plugin, free or commercial, that packs your already existing unique UVs ? I've tried Unfold and UniqueUV polypack. If you want to bake your textures with a tighter uv, polypack can be useful, but if you want to create UVs from zero to paint your textures manually I don't think you have many options inside SI. Although not optimal, unfold is your best option. I usually use unfold as a base, but in games you need to give preference to certain parts giving them more texture resolution so you need to resize those UV parts manually, and also overlap UVs sometimes. After being done that, polypack or unfold pack are usless (unless I'm missing something). BTW, I'm thinking in trying Unfold3D and headus trial versions as soon as I can get some free time. Is there any other UV tool out there worth of giving it a try? Martin