Hi Guys,
Thanks for the warm welcome, Blender has indeed an awesome community!
I actually made much quicker progress with the baking tools and I am happy to release the next update. There are a few bugs that I am aware of right now such as the Checkermap script only working in the ‘Blender Render’ mode. They will be fixed in time.
Version 0.6.0:
Texture size inspector
Setup baking and padding size in pixels as well as padding space for several UV tools in TexTools.
Bake tool
Just select objects and press Bake!
Under the hood it automatically groups your object selection by common names and object type prefixes such as ‘low’, ‘lowpoly’, ‘high’ or ‘cage’ but it also checks for subdevision modifiers for example to determine high poly objects. It previews all of these sets in realtime in the inspector so you always know how many low poly, high poly or cage objects you have in a set.
But you can also force all selected objects to be baked into a single texture (no clear texture), which is great for exploded bake setups. Read the documentation for more detailed information on how names are split etc. or select individual objects and see their object type in the TexTools inspector.
Updated Documentation
Read at GIT repository
Covering the new baking tools in more depth as well as developer notes for running the source version of TexTools or enabling the developer mode in TexTools. When I have some more time tomorrow or the weekend I will upload a video to demo the current features of TexTools for Blender.
@fiendish55: Regarding displays for flipped UV’s and overlapping ones: I noticed that Nutti already implemented the other day something like that for Magic UV. Personally I don’t like starting a mode in order to run in realtime a overlay in the UV editor. I am thinking instead of having tools to select flipped faces instead, just like the select overlapping islands as it will feel more natural inside Blender.
@1D_Inc: Thank you for your generous donation from the other day!, that made my day.
Yeah the UV to XYZ swap was very nice and unique. It was a lot easier in 3dsMax because of the way 3dsMax handles the buffers for the vertex, face, uv,… data, you could literally swap them around. In Blender there are now UVW coordinates, but just UV. There are also some other challenges in Blender which is why the swap UVW to XYZ is not yet done. I was also thinking of using shape keys to transition back and forth but still have to brain storm for some other ideas to store the missing data in the UV.
Yeah I am aware of most of the other tools out there: Been looking a lot at their code and learning from them. Some texel density tools will come in the future to TexTools for sure.
And yes the donate button still works, I added the donate link to the README.md and the addon itself so thanks for reminding me.
@dsimovski: Thanks, yeah still used it this year at my previous work place. Mostly showing other 3D artists how to speed up their workflow with UV and texturing.
@didli: Thanks, I actually started learning Blender about 3 months ago. At my current work I started some of my first python scripts in Blender: Exporting tools and pipeline for the Unity game engine. Luckily there are already some great open UV scripts out there where I could learn from.