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Posted

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!

Posted

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?

Posted

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?

Posted

Unwrap 3D you have to pay for, I believe it has a trial you can try out last time I checked. I used to use it when it was lithunwrap and it was very basic but I believe it's had a ton of features added. Still I doubt it's worth buying...

Unfold3D seems very slow and crashes a lot. I would maybe avoid it for the time-being until they get a solid release out.

Uvlayout I've not tried or heard of.

I'm personally looking for a Maya script that does it in this same ('mark cuts' > 'unfold') approach? Using all these separate apps seems like a sucky workflow.

Posted

For XSI there is also something called Roadkill, unwrapping in a single click :celebrate: It's also compatible with other 3D Apps. Workflow is great, no need to go out of XSI. BTW, requires python installed.

Seems to make nice and clean UV meshes, but only tested it with a model which gave me lot of headaches, and it did a great job. More feedback.

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