Features • Planar, Cylindrical, and Spherical UV projections at any orientation • Box mapping • Tube mapping - great for objects created using follow-me • Quad face mapping • Move, rotate, and scale UVs • Triangulate geometry and remove distorted textures • Save UVs and Load UVs - change materials and maintain UVs • Export and Import UVs using third party UV mapping software Documentation SketchUV is designed to be easy to use. However, UV mapping in general takes some getting used to. Be sure to take the time to read the and watch the video tutorials. Pilou has also generously translated the. Need more help? This works great for UV-mapping, but I have an issue with the final results. When this is done 'mapping', it treats every individual triangle as if it were a 'Unique texture'. In sketchup, this is not much of an issue, but when you export it, it is a big problem. For instance, a triangulated sphere with 400 triangles, will export 400 unique textures that later have to be individually textured. If you want to change the individual 'surface material', you end-up having to edit 400 individual 'materials', that are all the same thing. Each has a unique material ID and matching texture ID too, for the same image. Example: Texture a Sphere with any image. Export it as an OBJ. Now, in Daz3D, import the object and go to the materials-list. There will be 400 individual materials, all exactly the same. One per triangle on the OBJ. I think this is due to the plugin assigning an individual unique ID to the final surfaces. While sketchup uses one ID for the whole surface, painted with a singular material. When it comes time to render, it thinks all the surfaces are unique, so it loads the same texture, once, per triangle. That quickly fills-up GPU memory. I tried using the 'CleanUp3' tool, which would normally remove duplicate ID's for the same material, but this plugin renames the materials with that unique ID, so they become image01, image02, image03. So they are not 'the same image', even though they actually are, 'the same exact image'. Could you please revisit the final output code, so it does not rename the images with unique names, per triangle. Roadkill UV acting weird? Members Lounge. I stopped using the road kill plugin and now use the UV unwrap tool thats with the bonus tools. I´ve got a model with lots of creases and hard ages that needs UV unwrapping with an even distribution of the material. What´s the current best UV mapping tool available now? And just use the same image-ID, like sketchup does, internally. Otherwise this easily turns a simple 180KB OBJ model into a 2GB OBJ file, which has no chance to be 'corrected' by other means. I will also try to contact the 'CleanUp3' tool guy, to see if he can do an IMAGE CRC check, to determine if materials are 'the same', instead of just trusting that image-names = 'same image'. • to post reviews. Hi Whaat, First of all, great job with the plug-in, the maps fine tuning ability certainly brings Sketchup to another level. Roadkill Uv UnwrapSaid this, I have a little conflict with the keyboard shortcuts. I use Shift + Arrow keys to change Camera Standard Views from ages ago and it has become part of my natural workflow, at the same time, I would love to make use of the 'resize X, Y' function of SketchUV but I cannot find the shortcuts editable via Windows > Preferences > Shortcuts. Any workaround so I can make use of that functions? Thanks in advance. • to post reviews. Uv Unwrap SoftwareIf a good proportion of your life is spent texture mapping polygon meshes, then you should probably install Roadkill. The latest version (currently rc3) is a standalone application that can be called from Maya, 3DS Max and now Softimage XSI. Roadkill UVW Tool is a free software released under the GNU license. Roadkill 1.1 rc3 (tested on Windows 2000 and XP only) Maya and 3DS Max integrated. Features Load and Save OBJ files, Live Unwrap, Live Pin and Pull, Show Polygon Stretching, Topological and Loop Edge Selection.
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January 2019
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