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

    [Preview] Wrap-R Video #2

    Scheduled Pinned Locked Moved Extensions & Applications Discussions
    extensions
    72 Posts 26 Posters 16.5k Views 26 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.
    • JQLJ Offline
      JQL
      last edited by

      @frederik said:

      This looks better and better...!! πŸ‘

      And this awesome plugin is expected to be ready for release by...?!?

      Excuse my ignorance, but that unwrapped texture map with the "funny" shapes, will it become available for use in applications like Allegorithmic - or is the purpose that user only need a normal square texture map to make amendments to the texture...?!?

      I.e. how will I be able to add dirt to a map and know exactly where it will be on my model...?

      Kim,

      Once you have an unwrapped model, the rest is taken care of in Substance procedurally.

      If you'll be using substance you'll have no problem with that.

      Problem will be there only for people that Unwrap, paint their textures manually on an editor, and then change their models and have to reunwrap them. I don't know if there will be a way to make a model conform to the previous texture...

      Blender does this. You move a vertex and it doesn't change the unwrapping, the texture fits to the triangle/quad no matter what happens to it. I don't know if this will be possible in SU, hence I keep asking for it.

      www.casca.pt
      Visit us on facebook!

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

        @fred

        wrapr.gif

        You can export your unwrap to svg and do whatever you want in your image editor.

        If you export the model to .obj from Wrap-R you can then go to Substance Painter...

        Image 2.png

        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:

          If you export the model to .obj from Wrap-R you can then go to Substance Painter...

          Then you simply create a material based on the textures exported from painter/designer.

          In your case you can, of course, use Thea Converter and apply those materials directly in SU with the help of T4SU or thrupaint.

          www.casca.pt
          Visit us on facebook!

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

            @jql said:

            @rich o brien said:

            If you export the model to .obj from Wrap-R you can then go to Substance Painter...

            Then you simply create a material based on the textures exported from painter/designer.

            In your case you can, of course, use Thea Converter and apply those materials directly in SU with the help of T4SU or thrupaint.

            @Rich,

            Will we also be able to import textures directly into unwrapper or will we have to work with SU textures?

            www.casca.pt
            Visit us on facebook!

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

              @rich o brien said:

              You can export your unwrap to svg and do whatever you want in your image editor.

              If you export the model to .obj from Wrap-R you can then go to Substance Painter...

              This is EXCELLENT...!!! πŸ’š

              Thanks, Rich...!

              And also thanks for your comments, JoΓ£o... πŸ‘

              Cheers
              Kim Frederik

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

                @jql

                world is your oyster once you have a uv map.

                without one you can't bake normals, ao etc...

                texture import is vital but not from the outset. main purpose is to get this out as a minimum viable product and then let the users dictate it's dev.

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

                1 Reply Last reply Reply Quote 0
                • soloS Offline
                  solo
                  last edited by

                  This is so exciting, I cannot wait to try this.

                  http://www.solos-art.com

                  If you see a toilet in your dreams do not use it.

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

                    @rich o brien said:

                    @jql

                    world is your oyster once you have a uv map.

                    without one you can't bake normals, ao etc...

                    texture import is vital but not from the outset. main purpose is to get this out as a minimum viable product and then let the users dictate it's dev.

                    You're absolutelly right!

                    Also, my concerns are really not aiming at my current workflow as I'm using substance and as you say the only thing I need is an UV map and doing it with sketchup tools.

                    Basically, I need only what you have right now!

                    But I just cannot help pestering you, it's a way to feel involved already. Will it also be easy to select some edges and rotate them or edit them somehow so they get absolutelly vertical or horizontal?

                    That would help a lot in some architectural workflows and I cannot do it with blender (I know it's pbcac... don't shove that on me! πŸ˜„)

                    www.casca.pt
                    Visit us on facebook!

                    1 Reply Last reply Reply Quote 0
                    • cmeedC Offline
                      cmeed
                      last edited by

                      looks amazing....
                      c

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

                        @unknownuser said:

                        "Will it also be easy to select some edges and rotate them or edit them somehow so they get absolutely vertical or horizontal?

                        Will it?

                        It can do it already πŸ˜‰

                        Align to top,bottom, left and right. Pin points too. And Relax.

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

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

                          I'm relaxed... will wait for it calmly now...

                          www.casca.pt
                          Visit us on facebook!

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

                            I'm calm as well...
                            But I do want to see more of this... πŸ˜„

                            Cheers
                            Kim Frederik

                            1 Reply Last reply Reply Quote 0
                            • cmeedC Offline
                              cmeed
                              last edited by

                              question on the video...
                              the shell of the car was mostly green. The areas around the lights were red while an area opposite was blue - This indicates the checker material is being squashed or stretched? red squashed blue stretched. So will WrapR be able to fix this?
                              how? - by moving the vertices around individually? I don't know much about UV mapping....

                              1 Reply Last reply Reply Quote 0
                              • cmeedC Offline
                                cmeed
                                last edited by

                                Also - will we be able to get models into games engines?
                                a second UV channel was needed for Unreal for example.

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

                                  I don't believe you need the second UV channel. At least I was able to export to UE without it... The only problem I faced was 64+ materials on my model. It doesn't handle so many and I also haven't managed to actually work inside UE as I hadn't the time to dable with it. πŸ˜‰

                                  www.casca.pt
                                  Visit us on facebook!

                                  1 Reply Last reply Reply Quote 0
                                  • cmeedC Offline
                                    cmeed
                                    last edited by

                                    ....actually i think the second UV channel is now created by default by UE if the model doesn't have one...I just remembered.
                                    I ran into problems where some of my model would be fine in UE for a while then after a 'lighting' build everything went crazy - supposedly due to the lack of the second uv channel. anyway, like you, finding time to try and experiment is hard to find.

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

                                      If you want to use lightmaps in Unreal, you need a second UV channel. If you want to use only dynamic lights, you don't.

                                      Unreal can create a second UV channel from Sketchup's texture channel. It basically makes a copy of the texture UV's, and re-shuffles all the individual UV islands so they fit in a 0-1 space.
                                      Most textures in SketchUp have UV coords outside that 0-1 space so Unreal takes a bit time for that.
                                      Problem is though, this only works for simple geometry. For more complex or curved elements (furniture for instance) the UVs in SketchUp are not nicely stitched together but all loose islands and all over the place. This results in a large lightmap with all kinds of tiny little islands and lots of wasted space. These lightmaps take more time to calculate and never look really well - even at higher resolutions.

                                      For those elements, make your own lightmap UVs in Blender is your best option.

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

                                        kaas, but if the original textures are UV unwrapped onto one of these organic models, the lighmap problem persists?

                                        I mean if we have something unwrapped the second UV channel to lightmap convertion works well?

                                        www.casca.pt
                                        Visit us on facebook!

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

                                          @jql said:

                                          I mean if we have something unwrapped the second UV channel to lightmap convertion works well?

                                          If you have nicely layout uvs (like in the image) AND the export to obj or fbx doesn't mess them up, I expect Unreal will most likely be able to re-use them easily.


                                          uv.jpg

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

                                            Nice... It's not such a big deal with hard face modelling right?

                                            www.casca.pt
                                            Visit us on facebook!

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

                                            Advertisement