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unfold3d

  • KoKo5oVaR
  • July 11, 2005 at 7:17 PM
  • KoKo5oVaR
    • July 11, 2005 at 7:17 PM
    • #1

    I don't know if any of you guys know this soft, but personnally, it changed my life ^^

    http://www.polygonal-design.fr/e_unfold/index.php

  • OL
    • July 15, 2005 at 12:19 AM
    • #2

    oo

  • Tequila
    • July 15, 2005 at 12:21 AM
    • #3

    Any good or a mixed blessing?

  • Schmung
    • July 15, 2005 at 10:58 AM
    • #4

    holy fuck, that looks awesome. Gonna try the free version on some organic stuff. I can unwrap mechanical thigns all day long without too much trouble, but organic stuff always flumoxes me.

  • KoKo5oVaR
    • July 15, 2005 at 4:19 PM
    • #5

    it had worked for me

    just have to be carefull with the openings in the model

  • Schmung
    • July 15, 2005 at 4:20 PM
    • #6

    How many polys was your model Peri?

  • st0lve
    • July 15, 2005 at 5:42 PM
    • #7

    If I only knew how to export to .obj D:!

  • Hourences
    • July 16, 2005 at 4:50 PM
    • #8

    I messed with it before at work, its cool but not awesome. Has some probs and sometimes a bit buggy

    When you export to obj you have to disable certain options like compress numbers or whatever it was in export options or else the prog will crash upon import

    Also it is possible to manually set the spots where there will be seams Peri, you have to break the vertices at that spot and weld them back later on when its imported in Max again

  • KoKo5oVaR
    • July 16, 2005 at 5:12 PM
    • #9

    Anyway, you almost always have to reedit the uvmap, but for organic models it reduces the number of joints that you will have with several cylinder mapping

  • Hourences
    • July 16, 2005 at 5:30 PM
    • #10

    I found it most usefull for cave and rock meshes. Doesnt work for architecture imo

  • Tequila
    • July 17, 2005 at 4:06 AM
    • #11
    Quote from Pericolos0

    180

  • InsaneSingingBlender
    • July 17, 2005 at 4:50 AM
    • #12

    does it take an hour to load up the model for you guys?

  • mike-0
    • August 25, 2005 at 11:37 PM
    • #13

    does this work with gmax or do i need 3dsmax?

  • KoKo5oVaR
    • August 26, 2005 at 1:44 AM
    • #14

    I guess gmax can import and export .obj, doesn it ?

  • cestmam
    • June 4, 2007 at 3:22 PM
    • #15

    To keep you guys posted:

    http://www.unfold3d.com now with XSI Plug-in!!!

    Demo is on the way...

  • ifO
    • June 7, 2007 at 2:05 PM
    • #16

    Ah cool it looks just like how Wings3D does it but fancier.

    Wings3D has been able to do this sort of thing forever. Wings's AutoUV seems such a well kept secret for some reason: http://forums.cgsociety.org/showthread.php?t=258801

    Recently I've been searching for UV tutorials for max and maya and I keep finding ones which are like: 'select part of your model, separate it, hit planar map or cylinder map'. I'm like wtf, I'm not doing it that way and I go back to Wings.

    EDIT:

    I just tried it. A bit slow but man is it nicely done. Nice simple interface. Just nice. This is going to help me a lot!

    EDIT2:

    Tried it some more. Spent about 5mins unwrapping a player model then the thing crashed. All progress lost. Lose!

  • Whoot
    • June 7, 2007 at 4:30 PM
    • #17

    Looks a lot like http://%7boption%7d Have used this maxscript for a while now an it saved me loads of time.

  • ifO
    • June 7, 2007 at 8:13 PM
    • #18

    Yeah they are all based on the same technique from a Siggraph paper in 2002. I still wonder why this is not THE default way to unwrap in max and maya?

  • Rick_D
    • June 7, 2007 at 9:01 PM
    • #19

    pelt mapping thnx

  • ifO
    • June 7, 2007 at 11:38 PM
    • #20

    Yeah from what I saw the techniques are similar, but pelt mapping is like rotationally expanding the uv in stages or something, instead of just doing it optimally automatically?

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