[Plugin] UVTools 0.2 Pro (Beta) (Updated for SU6)
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Thanks Whaat, its working now.. its great to have a function of 3dsmax Unwrap UVW inside sketchup
Regards
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Forgive me if this is a stupid question, but am I right in understanding this... Basically this plugin allows me to paint a bunch of faces and the put them into a UV mapping program like UVmapper, map them and them take the map and put it into an image mapping program like Photoshop? This then is for use in models meant to be exported in say .obj format? I've been looking for a way to add more detailed texturing(painted tiling textures only go so far) for my models but due to the size of most of my models it really only makes sense to do so for certain parts(like say a wall with dirt and graffiti at ground level). Sorry if this is a stupid question, but my knowledge and terminology is spread thin over many different programs all of which I am still using.
It may be a day or two before I can check back, thank you in advance for any replies. Oh and Thank you for sharing this cool plugin!
The images show some stuff that I'd love to be able to further detail...
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Its more to do with painting particularly complicated shapes. Organic things for example: if you can imagine trying to texture a human head in sketchup it is basically impossible. Whaats plugin basically allows you to export the mesh to another piece of software, use the UV mapping tools there to 'flatten' the mesh so that you can then paint straight on it. Once youve done this you can then import the textures back in to SU thus leaving you with a nicely textured head that you otherwise wouldnt have been able to do.
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@unknownuser said:
Forgive me if this is a stupid question, but am I right in understanding this... Basically this plugin allows me to paint a bunch of faces and the put them into a UV mapping program like UVmapper, map them and them take the map and put it into an image mapping program like Photoshop? This then is for use in models meant to be exported in say .obj format?
Yes, most UV mapping programs allow you to export the UV map so you can use it in a program like Photoshop. The plugin uses OBJ format only internally for import and export. The final file format of the model is up to you.
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Thank you remus and Whaat. I'm gonna give it a try and see what I can do with it. Thank you for sharing this ruby Whaat!
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Hi,
Been struggling with this the last few days and felt the need to ask a few questions....
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Tried this with UVMapper Classic and didn't get desired results with 'Red Brick' Material on sphere or cyclinder. It exported and imported perfectly but the mapping either missed faces or scaled incorrectly. I couldn't find any useful tutorials for UVMapper Classic so........
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moved to LithUnwrap, this has proved even more difficult to handle [mainly due to my user level] and it again proved difficult to find tutorials because of the workflow involved
So does anyone have a solution, or even better a tutorial in using this plugin?
I realise that users here are familiar/adept with Blender and i'm considering this as my next approach
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try the UVmapper forum at Renderosity.com. (they can help with most UVmapping programs)
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Hi all!
Everytime I try to UV map I get a bug splat
I get copy paste the .rb in the plugin folder... Am i right?
I have SU 6 maybe that's the issue -
@mouais said:
Hi all!
Everytime I try to UV map I get a bug splat
I get copy paste the .rb in the plugin folder... Am i right?
I have SU 6 maybe that's the issueWhat steps are you doing immediately before the bug splat?
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as in the video I select the cylinder -> right click -> UV map tool -> cylindrical...
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Thanks!
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Awesome! Using your rb with Lithunwrap (free). Lithunwrap is pretty easy to use and I'll have to agree with some of the other posts about UV tools being difficult to use and not user friendly, but this one is.
Your UVtool helped me big time modeling some furniture with texture UV requirements.
Thanks,
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Hi Whaat
I'm trying your plugin now and it seems to works fine on mac.
Cheetah3D doesn't deal with mtl file it only opens the obj and only export obj file without mtl file
Blender 2.52 doesn't open the obj file.
Perhaps I've got to try an UVmapping app.
Hope it can help you
cheers
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LOL, I think I can do something with your plugin and Cheetah3D, I've got try a little bit more
Thanks Whaat
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Here's a quick screen capture I made of using Whaat's plugin to demonstrate going from SU to Max (2009) for UV. It's a bit tricky as there are a lot of options in the .obj exporter that make the re-import not work properly. I've found the best preset to use in the Max .obj exporter is the one for Bryce with the default settings. This seems to be the only one that gives consistent success which I believe is due to the scale adjustment applied in that preset. I've had a couple people ask me privately so I figured I'd make a quick video - http://www.screencast.com/t/NWM0YzRiNTU
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THANKSSS my friend!
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Hi Dale,
Many thanks for this tool, a great tool!
But I would like to place the files in my own Project folder. Is there a way to change the memory location?Karlheinz
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@charly2008 said:
Hi Dale,
Many thanks for this tool, a great tool!
But I would like to place the files in my own Project folder. Is there a way to change the memory location?
Karlheinz###get the default path to write the OBJ to
def self.get_obj_path obj_name="su_uv_bridge.obj" on_mac=(Object;;RUBY_PLATFORM =~ /mswin/i) ? false ; ((Object;;RUBY_PLATFORM =~ /darwin/i) ? true ; ;other) if on_mac path=File.join(ENV['HOME'],"Library","Application Support","UVTools") else path=File.join(ENV['APPDATA'],"UVTools") end Dir.mkdir(path) unless FileTest.exist?(path) return File.join(path,obj_name) end
Is the code near the end that sets the 'path' to the folder where the stuff is saved... find this code and change it to suit your desires...
So on a PCpath=File.join(ENV['APPDATA'],"UVTools")
could become
path="C:/MyFolder1/MyFolder2/etc/etc"
or whatever..............
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Hi TIG,
thanks for your help. I changed according to your example. Works perfectly.
Karlheinz
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Hi!
I've got a problem with UV Tools:
I want to create a palm (~400 tris), i export it, uvmap it, re-import it and it works. Now, i only make one leaf model, uvmap it and then i go lik copy/paste. BUT: Sketchup or UV Tools are messing up some of the faces (not visible inside sketchup, but once i look at it in LithUnwrap or Unreal Development Kit, its messed up.)
Does anyone know how to fix that?BTW: I'm using the newest version of Sketchup 7.
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