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    Wrap-R for SketchUp

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    • O Offline
      optimaforever
      last edited by

      Thanks Rich.
      Right now I created a high res bitmap from svg with Illustrator and reinput it within SU to my mesh, re-exported the mesh to WrapR and am busy trying to match the mesh with the texture-svg layout.
      I notices there is a parallax between the texture (in this case my previous unwrap layout rasterized) and the mesh. When moving the camera, the texture plane seems to be lower so there is a growing parallax when looking at the border of my screen, compared to the center.

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      • O Offline
        optimaforever
        last edited by

        What are the color conventions for the stretched areas?
        green = good
        red = too compressed
        blue = too dilated ?

        I noticed the stretch analysis needs to be refreshed manually. Is it too mush work to have a realtime analysis?

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        • O Offline
          optimaforever
          last edited by

          I also noticed that each time I cut an edge in WrapR, it refreshes the whole UV layout.
          Is it possible to get rid of this behaviour?
          Sorry to come with all these questions after having been so lazy and silent during the beta.
          I could ask you by PM but I think some other users (noob like me ;D) could be interested to know the answers. 🀒

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          • Rich O BrienR Offline
            Rich O Brien Moderator
            last edited by

            Turn live unwrap off from the toolbar. Second last icon.

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

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            • Rich O BrienR Offline
              Rich O Brien Moderator
              last edited by

              @optimaforever said:

              Can you explain exactly how the live unwrapping work?

              Every time you cut it tries to adjust islands to best fit. Turn off Live Unwrap to disable this adjustment

              You can also pin any islands to prevent moving.

              You can't move vertices with Live Unwrap On because the best fit will snap it back to the desired position.

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

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              • O Offline
                optimaforever
                last edited by

                Can you explain exactly how the live unwrapping work?
                In the menu Mapping, there's also a Live Unwrap option.

                Whith Live unwrapping button toggled OFF (the Live Unwrap option gets ticked in the menu???),
                I try to move a single vertex, it quickly comes back to the initial point. I have to select at least two points to be able to move them but the island gets moving.

                Whith Live unwrapping button toggled ON (the Live Unwrap option in the menu gets unticked),
                I can move a single vertex as intended. Yet, I'm afraid of cutting edges again, because of the risk of getting the whole layout "refreshed" (= must redo all my painstakingly manual layout) just because I modified a tiny bit the geometry.

                In fact, I'm so afraid of losing the Unwrap layout that I can't close WrapR until I've done all the Substance painting and reimporting textures inside SketchUp.

                EDIT: sorry, still learning WrapR πŸ˜‰

                I like to understand how everything works under the hood.
                When saving in WrapR, it writes a skp in the WrapR folder inside the place where the original skp is, with the name of the material in SU. And then, back in SU, when reloading from WrapR, what happens exactly?

                Do I have to resave the original skp in SU to "bake" the unwrap or is it implicit?

                When trying to open this skp in WrapR directly, it doesn't work because WrapR doesn't accept skp files with components/groups. While this component has been originally created by WrapR itself when exporting the model from SU.

                In order to open the skp in WrapR, I have to explode the component/group. Doing that, I lose all the quads and seams.

                I tried to "save as" a new independent skp from WrapR, just to get a file I could load into WrapR in case my computer crashes during the Substance Painter work. Can I reload this skp in WrapR and get all the island layout as previously defined or will it "rebuild" all in its fashion (angle best or LSCM)? Well, I'll try later if I need it.

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                • O Offline
                  optimaforever
                  last edited by

                  @rich o brien said:

                  @optimaforever said:

                  Can you explain exactly how the live unwrapping work?

                  Every time you cut it tries to adjust islands to best fit. Turn off Live Unwrap to disable this adjustment

                  You can also pin any islands to prevent moving.

                  You can't move vertices with Live Unwrap On because the best fit will snap it back to the desired position.

                  1. Ok, so I guess "best fit" is defined by the least stretched approximation algorithm (angle best or LSCM)?
                  2. So you mean I have to always pin all the other islands to prevent them from the Live Unwrap issue...
                  3. Does the saved skp remembers the pinned status of the UVs when reopening the skp? If yes, Do you recommend saving the skp with all the vertex pinned?
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                  • Rich O BrienR Offline
                    Rich O Brien Moderator
                    last edited by

                    @optimaforever said:

                    Ok, so I guess "best fit" is defined by the least stretched approximation algorithm (angle best or LSCM)?

                    Yes, Angle Based or LSCM, use different resolving methods to minimize texture distortion. For more regular forms Angle Based is used. For more organic use LSCM.

                    So what happens in the unwrap is that the islands are placed based on their bounding box size and then scaled to fit in the UV space.

                    There's a 3rd method we have planned called Harmonic which will resolve non-manifold mesh to have no distortion.

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

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                    • O Offline
                      optimaforever
                      last edited by

                      Thanks Rich πŸ˜‰

                      Is it possible to define a padding value for the auto layout?

                      Btw sometimes when moving/rotating the island there are unwanted random scaling of the islands.
                      How to avoid them?

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                      • Rich O BrienR Offline
                        Rich O Brien Moderator
                        last edited by

                        No way to add padding...yet

                        The easiest way to move/rotate/scale is to use the 3D view to pick your islands by double clicking in the 3D space.

                        No need to switch tools from Uv select to move or rotate.

                        Click to play GIF
                        optima-UV.gif

                        If you select UV move it only moves in the 2D space. In the 3D space, the UV select tool is always active. So I tend to use the 3D view to pick islands and use the 2D view for moving, scaling etc...

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

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                        • O Offline
                          optimaforever
                          last edited by

                          Ok, thanks!
                          I can't find the nice wrapr tiles texture you use in the videos.
                          Is there a way to install them?

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                          • Rich O BrienR Offline
                            Rich O Brien Moderator
                            last edited by

                            Not yet, but check your email inbox

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

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                            • O Offline
                              optimaforever
                              last edited by

                              Cool... I finally did it. πŸ˜„

                              The chassis is an old model of my Javelin I made with SketchUp 4.
                              I never quite succeeded in modeling the Optima body (lexan) because of the tools lacking in SketchUp, but with the recent addition of SubD and QFT, I was confident to be able to model it correctly.
                              Yet I missed an unwrap tool as I didn't want to go the 3dsmax way to make all the complex painting scheme, not to mention the rich decals.

                              Sketchup 2017 + SubD + QFT + WrapR + Substance Painter 2.6 + Thea Render 1.5 + Photoshop


                              Kyosho Optima by optimaforever

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                              • JQLJ Offline
                                JQL
                                last edited by

                                Great model!

                                www.casca.pt
                                Visit us on facebook!

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                                • O Offline
                                  optimaforever
                                  last edited by

                                  Thanks Joao πŸ˜„

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                                  • thomthomT Offline
                                    thomthom
                                    last edited by

                                    Whoa! Nice!

                                    Any chance we can see the raw mesh?

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

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                                    • jujuJ Offline
                                      juju
                                      last edited by

                                      I don't know which impresses me more, the end product or the fact that you still had a SKP created way back in the day with SU4!?!

                                      Save the Earth, it's the only planet with chocolate.

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                                      • O Offline
                                        optimaforever
                                        last edited by

                                        Here are the control mesh...
                                        control mesh

                                        and the subdivided mesh.
                                        subdivided mesh

                                        I could probably do with less vertices but I'm still learning quad modeling.
                                        Nevertheless I'm quite happy with the results so far.
                                        Quads + QFT + WrapR + Substance Painter (+ Photoshop) really changed the way I model in SU and the way I see modeling in SU.

                                        I'm still missing more hard surface modeling tools.

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                                        • L Offline
                                          liam887
                                          last edited by

                                          Woah nice work!

                                          VISIT MY ONLINE GALLERY
                                          http://www.robotsvdinosaurs.com/

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                                          • HornOxxH Offline
                                            HornOxx
                                            last edited by

                                            πŸ‘ πŸ‘ such a great work - it canΒ΄t hardly get better !!
                                            ( & a cool render staging ! )

                                            never trust a skinny cook

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