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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Wed Jul 11, 2007 9:02 am Post subject: UV mapper feature request |
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Hi everyone.
I've a little request for some UV mapper functionality.
When i loaded my model this morning, i looked at the UV coords and i saw this:
This should be a spacecraft, but i don't recognize the parts easily because they are all overlapping.
it took me 15 minutes to move the different parts to different locations.
This is the result:
Is it possible to have this done automaticly?? It will significantly speed up the texturing process. You first detect the different parts and then you give them their own rectangle of space.
Can someone please implement this??
Thank you very much |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Wed Jul 11, 2007 9:34 am Post subject: |
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the delgine team already mentioned that they will work on new features for the uv mapper so it's just being patient.
until that time you can use this little nice trick that i often use to make some nice uv maps:
http://www.delgine.com/forum/viewtopic.php?t=2398
scroll down until you see the uv maps and read the text under the image.
EDIT: or you can use when you right mouse click on the uv map choose to do box mapping or sphere mapping.
with box mapping you will almost get the same result as you see in your second image.
BUT i don't know if box and sphere mapping are also for the lite version?? |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Jul 11, 2007 9:43 am Post subject: |
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You are very right, this is a very useful feature, and something we definitely plan on implementing.
What DeleD uses right now is a simple box mapping scheme. What you want is an advanced unwrapping scheme, that
(a) tries to automatically recognize different part, or uses groups / crease edges marked by the user to separate those parts.
(b) unwraps the texture, keeping every polygon in their own plane (i.e. with the simple box mapping, polygons that are skewed relative to one of the 3 major planes will be squashed in the texture map) but still tries to maintain shared edges.
The reason why we don't have any of those more advanced unwrapping algorithms yet (there is more than one possible way of doing this, depending on the type of model you are trying to unwrap), is that they are quite a bit of work to implement right. This is the reason why a seperate product like Ultimate Unwrap 3D still exists, and why high-end tools like 3DS Max and Maya have had separate UVMap (pelt mapping, etc) plugins for years...
Thanks for requesting this in such detail! It's really helpful in deciding what to implement and when in our constantly changing 'roadmap'. |
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