What if unwrapping sketchup models was kinda easy....
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This is a reworking of Blender's UV unwrapping tools and elements of Roadkill. It is packaged to look and behave exactly as you're used to in SketchUp.
Middle-mouse to orbit, same methods to select, smae shortcuts keys for move, rotate and scale.
Think of it as the easiest to use unwrapping tool you ever encountered...
Thing is should we keep going with developement? It would be a priced tool as it's a mammoth undertaking to get something SketchUp would immediately understand.
If you have thoughts let me know here...enjoy the weekend
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That looks wonderful, please make it happen.
Wondering if you could make it work without leaving SU but rather as a window that automatically updates model.
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I have thoughts!
I want!
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@solo said:
That looks wonderful, please make it happen.
Wondering if you could make it work without leaving SU but rather as a window that automatically updates model.
100% to happen.
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Sexy! But will it have eps export?
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yep, svg though, and png of uv layout
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I'd like to see features for non organic faces in this like unwrapping faces with undistorted proportion.
Pretty much like Flattery or Unwrap plugin does...
Is it possible?
And I've noticed you were saving a component as a file. Can it have more than one UV island?
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Yes!
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What's possible comes down to your ability and knowledge of UVs
You can have many islands as you are willing to make.
Focus is to make it easy and to follow SketchUp convention for behaviour.
So things like selecting edges, moving UVs, scaling etc are natural.
No point asking a user to learn a whole new approach.
This is pre-alpha currently. It'd be suicide to develop even a beta for a handful of people.
But with a Quads now becoming a norm this to me seems the next logical tool.
As a bonus it will be a standalone app with file export options so you won't be confined to skp format.
Sent from my iPhone using Tapatalk
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@rich o brien said:
..As a bonus it will be a standalone app with file export options so you won't be confined to skp format...
If you're going to support fbx, maybe add the option for a 2nd UV channel as well? No use for it in SketchUp itself but for people who need a lightmap channel in Unreal that would be great.
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Wow!
Me wants now! -
@rich o brien said:
yep, svg though, and png of uv layout
Yay! Texture painting, baby!
Now ... if you'll all excuse me, I have to get back to suffering form the dreaded man flu.
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@stinkie said:
Now ... if you'll all excuse me, I have to get back to suffering form the dreaded man flu.
fingers crossed you pull through.
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Yes! Oh, yes, yes, yes.
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@rich o brien said:
Focus is to make it easy and to follow SketchUp convention for behaviour.
So things like selecting edges, moving UVs, scaling etc are natural.
No point asking a user to learn a whole new approach.
Stop it!
You mean that edge properties in sketchup will mean stuff in Wrap-R? Or you mean that we will be able to select edges in WrapR as we select edges in sketchup?
Both of them would be the cherry on Top of the Cake.
What about lauching an alpha where we would sign a contract where we would only suggest features when you'd ask us to. The rest of the time we'd be shut up master!
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Will be free ?
PS Funny music!
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@jql said:
You mean that edge properties in sketchup will mean stuff in Wrap-R?
Yes, so you could mark the cuts in SU. Export to Wrap-R and the islands are done...
@jql said:
Or you mean that we will be able to select edges in WrapR as we select edges in sketchup?
That too. Your workflow shouldn't change. M = move, S = Scale, Space = Select.
Or tweak the keys if you want it to match your current setup.
One cool thing I think should happen is that it imports the .skp. Reads the mesh for different textures applied.
Then it allows you to work on the UVs for each material in separate texture spaces. To create maps for each.
As it stands we wanted a proof of concept out there for discussion.
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