I think the real troll is who always wants new features but does nothing with Blender.
Really I think the ueber troll is the one who leaves his garbage in other threads
and comes from Hungary.
With all respect Endi - just quite your trolling - you have a long history in that.
Dont just stuff you do not know.
Just put him on your ignore list, 80% of this board did it. You don’t miss a thing instead of the same troll remarks about professionalism, features , … .
This method is called spline unwrapping and certainly it is a wonderful method in many situations. I would love to see it in blender.
When I unwrap I do a very similar thing to spline unwrapping, so is possible to simulate it. Just use planar projection of the areas of the object that face you (rotate the viewport) and then join all these subareas to one only UV object. Using pin in extremes and in middle is very quick.
Silence, I might do that.
Boa2 would you mind making a screen cast? You seem to have some experience with this.
This spline unwrap is just amazing how well it works to prevent distortion.
Do you have a good screencast tool? Jing is free and great!
It is an interesting tool.
Maybe it is related to the way mapping is done along a curve.
It will also be cool if Blender could create a corresponding UVlayer after conversion to mesh.
I will upload tonight a videocapture to show what I mean.
So, I watched this new video.
First, when unwrapping, 3ds just projects the texture.
Second, when mapping along curves, we can see what’s happening in the UVmap editor (the island) on the left screen. Some distortion.
These in 3ds, but I don’t now much about this app.
Now in blender:
- When unwrapping, the islands are not by default from projection except if asking for this.
- Its beautiful to use the excellent proportional [G],[R],[S] tool + mouse scroll to position and distort the island as we like ON the texture. I find this method the best, thanks blender.
I really don’t know any case that this wont work fast and with precision. Probably more precise than this 3ds method. Even some other blender projectio methods don’t seem so important.
I posted this portrait to show the shirt UVs. I’m sure that this 3ds method can’t make it. So many friends from zbrush forum asked me about this (all 3ds users BTW).
I think that blender’s UV editor is one of the best around, one of its strong points. Blender’s weaknesses are maybe modeling and re-topology IMO. And blender internal renderer of course… But this is another story.
It is not 3DS it is Patchwork3D.
I checked for distortion but the texture is very smooth, fluid and shows no distortion when I render it.
I understand what you mean with the rotate islands. This is the way how I did it in the past.
But this can be very time consuming - depending on the density of the mesh.
In Patchwork3D this steps is done with few mouse clicks and thats it. Done.
Imagine you have a complex model and many parts have to be unwrapped to simulate a specific
lets say brush direction or material flow. This is more the scenario where I am from.
Here I did the first step of adjusting the mesh with move and proportion option,
but as you can see compared to Patchwork3D a lot of tweaking is left.
Michael
The active quad works great on mesh you modeled on your won such as pipes, but on well tessellated mesh or mesh imports not so really.
The unwrap actually rather explodes which makes sense since the topology of that mesh is crazy.
Unwrapping a high resolution mesh is not good idea. The correct is unwrapping the low resolution mesh and then create the high mesh and it will be already unwrapped.
As promised here you have the video (watch it in HD 720p) of how I usually do the unwrapping.
The best cases are when you got a lowpoly, using the subdivide modifier, and selecting the “minimize stretch” option in the UV editor before aplying the unwrap, since if you are using an image in the UV can look somewhat distorted, depending on the diferences between the 3D geometry and the UV unfolded geometry.
Also, for high mesh polycounts and for what i’ve done before, it doesn’t work only with projections from views, you can select some faces and unwrap normally (in case of high density meshes, paint selection is a nice tool), arrange and then unwarp the rest, but the problem is that sometimes the UV map is hard to read, and arrange…
But yes, i agree that the workflow is faster in patchworks than Blender, but is doable.
Boa2
pinning is a cool tool - I tried this one out and can get close to some of the desired
shapes. However with dense meshes you quickly run into crazy deformation and
then you start adding more and more pinned points, move and rotate, try to destress
and bang a lot of time is gone.
That unwrapping is doable in Blender I never questions - my whole point is a question about
efficiency for such a type of mesh. The result from Patchwork3D is also stunningly clean for
a point and click solution and you can see in the image the Blender still shows some UV stress.
Stargeizer,
well NURBS patches are meshed and crazy tessellated. Are you talking about transfering the UV of a low polygon less tessellated (proxy) mesh to a high-res (finale) mesh?
No… Just edit the UV map with the tools available… for example, i just did a quick and dirty test…
(well… the mesh is somewhat regular, i said quick, i modeled this in less than 1 minute):
And then a little paint selecting (C key by default) and small UV excercise…
I just discarded the middle part, since the mesh was regular (well… i just hit a Blender Crash, go figure), and unwrap the entire mesh…
And then i just grab two vertex (one vertex each time) in the UV layout with the proportional edit enabled and a decent effect radius in the left and right to get the next…
Granted, this is slower than the method used by the other software, also the result is instant, rather than requiring small tweaks. And works with not so regular meshes like you showed in this thread (something way common when dealing with imported meshed or designs that are done on the fly… ACIS and parasolids come to my mind…)
I think a pyhton script could address this, but i don’t know if the UV layout scheme can be associated and edited to get a smooth result… Or to get some similar ability in Blender.
Well that was my whole point - since years did I do unwraps with Blender
and got used to the it.
There is a reason why they have it coded because it is fast and requires
NO hand adjustments afterwards, but trolls like Endi think I ask for new
features and just play around with software sold at starting at a 10k price tag.
My question is just somewhat it must be possible to maybe look into this.
All that is done is positioning some key points which are interpolated into
a curve and the mesh in relationship to it is unfolded and distressed
left and right.
If you move the curve marker the unfold is instantly in Patchwork3D.
This situation needs rotate counterclockwise the top area 25 degrees or so. The middle area needs a scaling around 125%. Then unwrap.
I agree that spline unwrapping like seen in the video in first post would be fantastic in Blender to have. When 2.6 comes out and developpers have fixed all the bugs and they don’t know what to do next, please put this as a good thing to bring next !
To ask for new futures is not a bad idea at all.
What I like to see in blender is an alignment tool to work like this:
Its simple and I may missed something here. (I’m using the [S] [x or y] 0 command)
Something to try in blender would be Pin the four vertices in the four extremes and unwrap. But perhaps not completely completely completely straight will it be. Perhaps a pinning of all the contour vertices would be necessary to exact rectangulation as you want (but looking at the wire in your mesh I don’t think a “rectangulation UV layout” will have a no distortion result, so perhaps you are trying something that is an error).
Something to try in blender would be Pin the four vertices in the four extremes and unwrap
But end up with four extreme vertices pinned and everything else like circular around? What I missed here?
In the case of clothes etc an exact rectangulation is my starting point. Clothes and patterns do indeed some stretching in real world. Seams are here and there. So its easy to do the same working on this grid (proportional on).
Thanks for helping Bao2. I can’t find any other way than alt+clicking and S xy 0 on every loop until I have something to start.
Michalis,
u know that Blender has align tool for X and Y.
Press W in UV Editor when you have your cvs selected
But a grid based align would be good to have as well
since it would make many hand steps unnecessary.