sketchucation logo sketchucation
    • Login
    ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info

    What if unwrapping sketchup models was kinda easy....

    Scheduled Pinned Locked Moved Plugins
    112 Posts 36 Posters 20.3k Views 36 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • HornOxxH Offline
      HornOxx
      last edited by

      @rich o brien said:

      ... It is packaged to look and behave exactly as you're used to in SketchUp...
      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...
      If you have thoughts let me know here...enjoy the weekend

      How should I enjoy the weekend ?!?!? - holding the finger on the paypal buy button all the time ❗ ❗
      getting such a tool with the SU-Look and feel is a fantastic outlook!

      never trust a skinny cook

      1 Reply Last reply Reply Quote 0
      • jiminy-billy-bobJ Offline
        jiminy-billy-bob
        last edited by

        @rich o brien said:

        Export to Wrap-R

        So, I'm not sure I get it. Will it be a standalone tool, or an integrated extension?

        25% off Skatter for SketchUcation Premium Members

        1 Reply Last reply Reply Quote 0
        • PixeroP Offline
          Pixero
          last edited by

          @thomthom
          I don't mean it as criticism. I am genuinely curious why so little has happened in SU since version 2015. It seems most was done to Layout that I hardly ever use.
          I kind of agree with you that the main focus should be to make SU a platform but there are areas that 3rd party developers have a hard time adding/fixing stuff.
          Better animation with easing is something that should have been added years ago.
          (Now finally Fredo is doing something in this area but I still think SU native animation sucks mostly because it only has linear interpolation that never looks good. A plugin like Lumen RT has a very simple to use animation that still looks good. )
          Built in support for quads would have been great and would have made texturing easier.
          (I really thought that was one of the reasons they hired you.)
          I also believe a better graphic engine with lights and shaders would benefit all SU users.
          Just to mention a few.

          1 Reply Last reply Reply Quote 0
          • Rich O BrienR Offline
            Rich O Brien Moderator
            last edited by

            @jiminy-billy-bob said:

            @rich o brien said:

            Export to Wrap-R

            So, I'm not sure I get it. Will it be a standalone tool, or an integrated extension?

            See my previous reply to you. πŸ˜‰

            Sent from my iPhone using Tapatalk

            Download the free D'oh Book for SketchUp πŸ“–

            1 Reply Last reply Reply Quote 0
            • jiminy-billy-bobJ Offline
              jiminy-billy-bob
              last edited by

              "We want to see Skatter here also"? πŸ˜„

              25% off Skatter for SketchUcation Premium Members

              1 Reply Last reply Reply Quote 0
              • BoxB Offline
                Box
                last edited by

                One of the useful things in the Sketchup Community forum is the ability to 'Reply as linked topic" which means your reply becomes a new thread allowing the conversation to diverge somewhat without hijacking the original thread.

                1 Reply Last reply Reply Quote 0
                • FrederikF Offline
                  Frederik
                  last edited by

                  @pixero said:

                  It seems most was done to Layout that I hardly ever use.

                  If only it was so... 😐
                  Unfortunately it's not...
                  A few things has been added to LayOut, but although it's the most significant thing distinguishing SU between Pro and Make, there's too little that has been done...

                  Cheers
                  Kim Frederik

                  1 Reply Last reply Reply Quote 0
                  • C Offline
                    cuttingedge
                    last edited by

                    We so desperately need this ...I first heard of UV unwrap in 2002, if im not mistaken. 14 years after it's but fair to expect something like this to come up to serve millions of SU loyal users.. I'll be most delighted to buy the extension.

                    1 Reply Last reply Reply Quote 0
                    • thomthomT Offline
                      thomthom
                      last edited by

                      I noticed the size of the UV mapping was different from Wrap-R than what was imported:
                      2016-02-13_19h33_19.png

                      2016-02-13_19h33_31.png

                      Was that an artefact of alpha-software?
                      @kaas said:

                      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.

                      How often do you have different UVs for the light channel - or other channel? Don't you normally have multiple channels matching their size and placement?

                      Thomas Thomassen β€” SketchUp Monkey & Coding addict
                      List of my plugins and link to the CookieWare fund

                      1 Reply Last reply Reply Quote 0
                      • K Offline
                        kaas
                        last edited by

                        @thomthom said:

                        ...How often do you have different UVs for the light channel - or other channel? Don't you normally have multiple channels matching their size and placement?

                        For gaming elements in general they are the same. For architecture though, the lightmap usually is totally different. The mapping coordinates for a tileable texture (brick, concrete etc) can have any value. The lightmap channel must have all uv's in the 0-1 space.

                        In the pic the lightmap uvs for a concrete structure: unwrapped in 0-1 space.


                        uvLightmap.jpg

                        1 Reply Last reply Reply Quote 0
                        • Rich O BrienR Offline
                          Rich O Brien Moderator
                          last edited by

                          @thomthom said:

                          I noticed the size of the UV mapping was different from Wrap-R than what was imported

                          In SU I painted the default checker material. In WrapR when unwrapped it unwrapped within the texture space.

                          So the texture needs scaling in SU or in WrapR.

                          What you see in WrapR is not the texture you saw in SU.

                          Sent from my iPhone using Tapatalk

                          Download the free D'oh Book for SketchUp πŸ“–

                          1 Reply Last reply Reply Quote 0
                          • JQLJ Offline
                            JQL
                            last edited by

                            @rich o brien said:

                            What you see in WrapR is not the texture you saw in SU.

                            Sent from my iPhone using Tapatalk

                            But it will be... Right?

                            Will WrapR be able to convert a model that was mapped with tileable textures into a single texture?

                            Like the "combine textures" context menu feature but with multiplanar faces (and no image scale reduction)?

                            An atlas but only for selected component/group/mesh?

                            www.casca.pt
                            Visit us on facebook!

                            1 Reply Last reply Reply Quote 0
                            • ntxdaveN Offline
                              ntxdave
                              last edited by

                              Another one of my silly questions. Can someone give me a practical definition of what UV is. I have looked it up in places like Wikipedia but, at least in the context of threads like this one, and do not think I "get it". Thus, why should I understand why UV unwrapping is a big deal?

                              To be honest, I have seen some examples and videos and I think I get what the issue is even though I do not fully appreciate what the term UV really means.

                              1 Reply Last reply Reply Quote 0
                              • tuna1957T Offline
                                tuna1957
                                last edited by

                                great news ! will wait patiently in line with paypal in hand .

                                1 Reply Last reply Reply Quote 0
                                • thomthomT Offline
                                  thomthom
                                  last edited by

                                  @jql said:

                                  @rich o brien said:

                                  What you see in WrapR is not the texture you saw in SU.

                                  Sent from my iPhone using Tapatalk

                                  But it will be... Right?

                                  Will WrapR be able to convert a model that was mapped with tileable textures into a single texture?

                                  Like the "combine textures" context menu feature but with multiplanar faces (and no image scale reduction)?

                                  An atlas but only for selected component/group/mesh?

                                  That would be a great feature - fantastic for game development. People kept asking for that after I made the Cities Skylines extension.
                                  I wonder how other tools allows this.
                                  I'm guessing you'd need to UV unwrap the entire mesh first - then once it's all done you can do some sort of packing algorithm to put them all into one texture tile. Because I don't think you can combine the texture and then uv unwrap...

                                  Thomas Thomassen β€” SketchUp Monkey & Coding addict
                                  List of my plugins and link to the CookieWare fund

                                  1 Reply Last reply Reply Quote 0
                                  • FrederikF Offline
                                    Frederik
                                    last edited by

                                    It works great...


                                    Chess-face.jpg

                                    Cheers
                                    Kim Frederik

                                    1 Reply Last reply Reply Quote 0
                                    • thomthomT Offline
                                      thomthom
                                      last edited by

                                      @ntxdave said:

                                      Another one of my silly questions. Can someone give me a practical definition of what UV is. I have looked it up in places like Wikipedia but, at least in the context of threads like this one, and do not think I "get it". Thus, why should I understand why UV unwrapping is a big deal?

                                      U and V are just common variable names such as X, Y and Z. It's convention.

                                      When we talk about mapping a texture, which is a 2d bitmap to a 3d mesh we need to define where the texture will be place on each of the polygons in the 3d face. To do that we need to attach 2d coordinates to each of the 3d points.

                                      While X and Y can represent these 2d texture coordinates it gets confusing if we also use XYZ for the 3d points. So by arbitrary convention we usually refer to texture mapping coordinates as UV onto XYZ 3d mesh points.

                                      UV unwrapping is a big deal - or I'd rather say important, because it's required in being able to map a texture continuously across a mesh. You can imagine how you do gift wrapping; you take a 2d sheet of paper and wrap it around your object. If you force it you end up with wrinkles. Now imagine that you cannot make your paper overlap itself - you need to take a scissor and cut away pieces - but you want to make as few cuts as possible so that it looks nice and hide the seams.
                                      (Did that make any sense?)


                                      Cube_Representative_UV_Unwrapping.png


                                      Example94.jpg

                                      Thomas Thomassen β€” SketchUp Monkey & Coding addict
                                      List of my plugins and link to the CookieWare fund

                                      1 Reply Last reply Reply Quote 0
                                      • pilouP Offline
                                        pilou
                                        last edited by

                                        These are also another UVs methods! πŸ˜‰

                                        http://www.ikonet.com/fr/ledictionnairevisuel/images/qc/projections-cartographiques-100390.jpg

                                        Frenchy Pilou
                                        Is beautiful that please without concept!
                                        My Little site :)

                                        1 Reply Last reply Reply Quote 0
                                        • ntxdaveN Offline
                                          ntxdave
                                          last edited by

                                          @ThomThom & @Pilou - Thanks for such good explanations. This is exactly what I thought I understood from my other reading but needed some confirmation.

                                          Now another question: How do you get the 2d texture to map? In particular when I look at the ThomThom's example of the face. How do you get the flat face texture that you are mapping to your mesh?

                                          Once again, I really appreciate you guys putting up with these elementary questions so those of us who are just getting started/trying to learn ask. I can see the whole importance of where this is headed and think it is going to play a big role in 3d modeling of all types in the future.

                                          1 Reply Last reply Reply Quote 0
                                          • R Offline
                                            rv1974
                                            last edited by

                                            I wish something suitable for fast texturing of 'conventional' architectural objects would eventually appear inside Sketchup:

                                            Link Preview Image
                                            .VG.

                                            favicon

                                            (www.vg2max.spb.ru)

                                            1 Reply Last reply Reply Quote 0
                                            • 1
                                            • 2
                                            • 3
                                            • 4
                                            • 5
                                            • 6
                                            • 2 / 6
                                            • First post
                                              Last post
                                            Buy SketchPlus
                                            Buy SUbD
                                            Buy WrapR
                                            Buy eBook
                                            Buy Modelur
                                            Buy Vertex Tools
                                            Buy SketchCuisine
                                            Buy FormFonts

                                            Advertisement