KoKo5oVaR Posted July 11, 2005 Report Posted July 11, 2005 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 Quote
Pericolos0 Posted July 11, 2005 Report Posted July 11, 2005 holy shit yes i was wishing something like this existed last week while unwrapping some detailed map props Gonna try it out right away Quote
Schmung Posted July 15, 2005 Report Posted July 15, 2005 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. Quote
Pericolos0 Posted July 15, 2005 Report Posted July 15, 2005 it crashed when i tried to import my model when i finally got it imported, it crashed when i tried exporting and last but not least 3dsmax crashed when i tried to import my model Quote
KoKo5oVaR Posted July 15, 2005 Author Report Posted July 15, 2005 it had worked for me just have to be carefull with the openings in the model Quote
st0lve Posted July 15, 2005 Report Posted July 15, 2005 If I only knew how to export to .obj D:! Quote
Pericolos0 Posted July 16, 2005 Report Posted July 16, 2005 well its really really really buggy for now, but i hope this evolves into something nice where you can select all the places where there can be seams, and then it'll output a complete uvmap for you, with maximum use of the texture space Quote
Hourences Posted July 16, 2005 Report Posted July 16, 2005 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 Quote
Pericolos0 Posted July 16, 2005 Report Posted July 16, 2005 yeah i know, but what i mean is it should evolve to something that makes an efficient uv layout. for example i did it with a door model i made and the uv was full of unused space, and alot of parts where rotated when they shouldnt be Quote
KoKo5oVaR Posted July 16, 2005 Author Report Posted July 16, 2005 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 Quote
Hourences Posted July 16, 2005 Report Posted July 16, 2005 I found it most usefull for cave and rock meshes. Doesnt work for architecture imo Quote
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