What if unwrapping sketchup models was kinda easy....
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This looks fantastic. I'm looking forward to its further development.
If possible I hope the price range would be in the Artisan/SubD realm.
I agree, WrapR might not be the name with the most visual lock... Add an "Un" and eyeballs might lock on and stop to read, but still most folks with experience know what wrapping/unwrapping is about.
That and once it's available (it will happen, I hope), people will probably come from all over via suggestions/links in forum posts and other recommendations anyway, so anything "wrappy" will do.And now the waiting game begins...
Is it done yet?
How about now?
Now?
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How about now.... Is it ready now?
Okay... I'll wait...
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2 questions.
1- can the resulting uvs be exported with the mesh to obj, either via the app or via sketchup (or indeed via collada) for use in other applications
And
2- what's the name of the music and where can I get a copy?
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I have another question too... If I make a model using quads, and go to export it as such, with no triangulation, will that mess up the UV coordinates?
I'd imagine that's more of a worry for tiling textures, where in some cases, if you fail to triangulate the model (on export) you'll end up with hundreds of fragmented jpegs of the original textures. I don't think that would actual happen, but perhaps some form of wonkiness on export.
That's not a rational concern, correct?And yeah, I kinda liked the background music too.
BTW... is it finished yet?
How about now?
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We triangulate the exported mesh.
It's not going to deal with n-gons. Too troublesome.
The focus now is exploring bottlenecks to performance and a genuine user 'want'
If you haven't already please thumb up or down the first post so we can at least establish what active members here feel about WrapR. Thanks.
Sent from my iPhone using Tapatalk
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All meshes tri'd? That's a deal breaker for me. While I'll keep an eye on this, I'll stick to the methods I'm using already to uv map.
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@rich o brien said:
If you haven't already please thumb up or down the first post so we can at least establish what active members here feel about WrapR. Thanks.
I believe that good tutorials/guides to go along will be just as important as the app itself. Despite how user friendly the app will be - visuals in the form of GIFs and videos help a lot to herd people into new workflows. UV Unwrapping is not that common to see in the SU world - but as seen with QFT - once SUbD showed concretely what use they have people gained interest quickly.
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Definetelly agree with you Thomthom, but UVunwrapping is, probably the ultimate need Sketchup needs fulfilling.
Others will come, sure, but I imagine a lot of users taking a second look at sketchup because of this.
It's a basic need for half the Sketchup world out there, and half the users not using sketchup for CG (video, game design, asset creation, and the likes...) will probably look twice now, with SubD and Wrap'her'up!
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I'll buy.... Looks great
I've thumbed you (hold on that sounds nasty) -
Would love to see this app get developed. Perhaps some presenting for medium, novice and pro users. So each setting would have more options???
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@rich o brien said:
The focus now is exploring bottlenecks to performance and a genuine user 'want'
Well, not sure if I made it clear, but yes... I want this.
Although I was being (in my mind) funny about the "is it ready yet", I really am interested in this, as I'm sure are a whole bunch of other folks are.
Just to clarify...
• Are you asking if there is interest in general or were you really only asking this of the "core professionals" and "general user" input is not really helpful or necessary at the moment?
• Is it okay to ask questions about some of the features that you are thinking of including in this tool, or is it too early and unsure to bother?
I don't want to waste your time asking useless questions, but I'm under the impression the OP was sort of a "what do you think of this and would you buy this" sort of post.
Edited to add.... I didn't get the "thumb up or thumb down" reference... Then I just noticed the little "like/dislike" thumbs at the bottom of the post window... I guess I've managed to ignore those all these years. Sorry, I'm a social media hermit.
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@rombout said:
Would love to see this app get developed. Perhaps some presenting for medium, novice and pro users. So each setting would have more options???
goal is to make it easy and powerful
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I'm not an unwrapper sort myself, but I imagine this would help make texturing easier for me as well!
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@unknownuser said:
Are you asking if there is interest in general or were you really only asking this of the "core professionals" and "general user" input is not really helpful or necessary at the moment?
we don't differentiate between skill levels. everyone was/is a beginner. so the query was 'would you like to unwrap sketchup models using an app the obeyed the convention of sketchup?' my own opinion is that UV mapping is a dark art that takes months to learn and years to be proficient. if we tackle it for sketchup users it needs to at least feel like you're in a natural environment.
@unknownuser said:
Is it okay to ask questions about some of the features that you are thinking of including in this tool, or is it too early and unsure to bother?
no harm asking.
as it stands currently you can import and export .skp files. unwrap them using a method called LCSM. pin uvs, align uvs, scales uvs etc...
what it doesn't do is work on groups/components yet. it doesn't handle large meshes. it doesn't handle multiple textures.... i could go on.....
what it will do is allow you to mark cut in sketchup, export and for the unwrap to occur based on your mark cuts. you could also pick Smart UV Unwrap on export without maarking cuts and it will guessimate the unwrap.
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Seems to me that for anyone wanting to use Substance Painter this will be unbelievably useful. That's why I'm anxiously waiting for it.
Go, go, go -
If it helps to know how this would help me, it would be a stepping stone into unreal 4 (or other game engines) If it does do that is course. It would be a familar programme/methodology to making this happen as opposed to learning a new program as well as how to unwrap/wrap models.
I too have substance softwarer (recently purchased - haven't learnt how to use it properly yet) -
It's been several years since my last post here...I've never left Sketchup but free time for the sketchUcation community has just net been in the cards....BUT I came back just because of this plugin...PLEASE PLEASE make this plugin happen it will be so handy for many of us who run into texturing problems with Sketchup and Game Design and Virtual Reality content creation.
Oh and Count me in for the Beta Team!
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Hi Phil, welcome back. Hope the VR gig is still going. That was my highlight of the last Basecamp.
As for Wrap-R....
It's wait and see time.
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I used use it. it's great but compared to UV LayOut....
...it was too high priced IMO.
UV LayOut was more capable than UnFold too for unwrapping.
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Rich have you seen this:
300 Euro and its all yours :
New brush tool for Optimize and Unfold.
Unfold does not create overlaps anymore when flattening islands.
New selection dialog to select polygons from OBJ file groups, materials and smoothing groups. The frontiers of these groups can also be used to create an edge selection set.
Possibility to add roomspace on the tight zones of the island frontiers to remove texture bleed.
Full featured transformation panel (Rotate Scale Translate with mathematic evaluation). Different center and axis modes.
New “Proportionnal Transform” tool (with distance mesh based).
New Drag, Pinch, Spread brush tools.
New user interface.
Soft pinning (brush editable).
LUA script for a full control of Unfold3D.
Free form area selection (raytraced).
New “Cut Mutual” tool.
UDIM support with multiple UV Tiles.
5 new mouse presets: Cinema 4D, Blender, ZBrush, Modo, Rhino.
New Grid with island bounding box and point snapping.
New tools to hide, isolate, show islands.
Automatic edge straightening tool for grid like islands.
Other new features and enhancements:Improved Real Time Optimize algorithm.
Improved OBJ file mesh importation.
Improved speed and robustness for unfold and optimize.
You can now “cut” a selection of polygons.
You can now “weld” polygons and islands.
The tile id display has 3 differents modes: “UDIM”, “_u_v” (zero based), “_U_V” (one based).
The UV tile can have arbitrary ratio, dimensions and location.
The U and V texture multipliers can be 1:1, Linked, Free, and use the same ratio as the custom texture W&H ratio.
There is now 4 differents modes for the color of islands in the viewports: Uniform color for island, Strecth, Density map, Off (uniform grey).
The edge loop selection can have a limit in the number of edge and can stop when two consecutive edges form an angle superior to a given limit. The “Geometric mode” allows to work on triangulated mesh.
New textured grid picture for better distortion visualization.
Monitored file to remote control Unfold3D by a third app.
New Help window that shows the mouse bindings and tips.
The exporter now export Tiff files (and also BigTiff).
New “Select Parallel” edges tool.
The UV viewport now has rulers.
The viewport have a new gizmo for switching to the top, bottom, back, front, left and right point of views.
Viewport zoom is now mouse centered.
All numeric input can evaluate mathematic expression (you can writte things like “0.25*2+1.0”).
Topocopy will now work in automatic mode if you select all the islands.
New icon to switch directly from 3D to UV view and vice et versa.
The edge selection Shortest Path tool is faster.
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