[Preview] Wrap-R Video #3
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I intend to use it for Minecraft.
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So Substance painter then .... Thea or render package?
Basic question - as I use 'thea for sketchup' will wrap-r after its unwrapped a model then it's sent back to sketchup for 'thea for sketchup' to render - will sketchup hold this wrapped/unwrapped information?
So this unwrapping is one step further to texturing a model or asset that fredo paint for example, can do?
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Rich, I'm curious how your tool would treat the attached most primitive ramp. The goal is to place dark strips parallel to expanding side borders seamlessly. Could you post the video?
Another example:
http://sketchucation.com/forums/viewtopic.php?f=323%26amp;t=44552%26amp;start=150
post #5 from below. Could Pap-R apply an un-distorted texture on every turn of the attached cornice?
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@cmeed said:
So Substance painter then .... Thea or render package?
Any render application will benefit from it...
@cmeed said:
Basic question - as I use 'thea for sketchup' will wrap-r after its unwrapped a model then it's sent back to sketchup for 'thea for sketchup' to render - will sketchup hold this wrapped/unwrapped information?
Of course...
It's a question about the UV- and UVW-mapping... -
@rv1974 said:
The goal is to place dark strips parallel to expanding side borders seamlessly. Could you post the video?
Is this what you are looking to do?
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this is unbelievable for SU
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it could be a hoax though....
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Fantastic........ no mac version , I'll go sit in the corner and pout now.......
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@rich o brien said:
Is this what you are looking to do?
Thank you! Yes, the result you delivered is what I expected to get.
A couple of notes:- There's strong ripple distortion of the checker texture. It will seen if finer textures (like decking or tiles) will be applied. Ho to fight this issue?
2.We saw lots of tedious manual labor. Do you have any plans to automate somehow the aligning part?
There's by no means any bit of criticism- I only try to clarify the things.
- There's strong ripple distortion of the checker texture. It will seen if finer textures (like decking or tiles) will be applied. Ho to fight this issue?
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I see a lot more manual work on my current process right now
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@rv1974 said:
- There's strong ripple distortion of the checker texture. It will seen if finer textures (like decking or tiles) will be applied. Ho to fight this issue?
Ripples are because the texture in the viewport is not a bitmap. here's the result for you to look at...
@rv1974 said:
2.We saw lots of tedious manual labor. Do you have any plans to automate somehow the aligning part?
There's by no means any bit of criticism- I only try to clarify the things.Of course. First we need to nail down to workflow then add the features.
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@rich o brien said:
Ripples are because the texture in the viewport is not a bitmap. here's the result for you to look at...
I'd disagree. I replaced the asphalt texture with decking and this here's result. It's important in Archviz and it should be addressed.
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That's interesting.
I'll look at this.
One thing worth noting is we're only process Tri meshes. Distortions like this are artefacts of such meshes.
But not the outcome we want. Thanks for the heads up.
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@cmeed said:
So this unwrapping is one step further to texturing a model or asset that fredo paint for example, can do?
Fredo's extension is a great tool, but the Substance programs (Designer, Painter and BTM) along with SubstanceTheaConverter gives you much more power to add things like worn edges and other "realistic defects".
However, to do that you need an unwrapped version of your model. That's why Wrap-R is so critically important.
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@rv1974 said:
I replaced the asphalt texture with decking...
What replacement method did you use? I'm not getting the same result.
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Riiiiight got it! The ramp clip is a good example - revelation time.
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Thomtom's replace material all the way.
But you'd get the same result even without replacing, try attached.
p.s. it was discussed 4 years ago.
http://sketchucation.com/forums/viewtopic.php?f=323%26amp;t=44552%26amp;start=30
p.p.s. Doh! moment: PaintThru delivers almostperfect result in this specificcase, see printscreen
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Higher subdivision works well even in harder situations; if Wrap-R could map it right without adding more poly counts it'd be step further.
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