What if unwrapping sketchup models was kinda easy....
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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. -
So the main difference will (hopefully) be laconic simplicity, SU-like navigation and price?
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it'll be an unwrapping tool for sketchup users.
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Very cool!
It would be even better if you wouldn't have to manually export/import the UVs. Maybe Trimble could at least make this possible if they refuse to build it themself... -
@numerobis said:
Very cool!
It would be even better if you wouldn't have to manually export/import the UVs. Maybe Trimble could at least make this possible if they refuse to build it themself...the version of wrap-r i use needs no importing/exporting. click a button. unwrap. done.
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Hey Rich,
As you know this has been a longtime wish of mine. However my stance is that I simply will not give any more money to Trimble until basic unwrapping functionality is part of the SketchUp Pro Suite (I envisioned something stand-alone like Style Builder or Layout).
So, while I really want this functionality, I cannot request you build it... because I have frozen all spending on SketchUp (or SketchUp extensions) until such a time as they (Trimble) pull their heads from their rectums.
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@jason_maranto said:
However my stance is that I simply will not give any more money to Trimble until basic unwrapping functionality is part of the SketchUp Pro Suite.
Well Jason, I understand your position when you say that.
@jason_maranto said:
because I have frozen all spending on SketchUp (or SketchUp extensions) until such a time as they (Trimble) pull their heads from their rectums.
But I don't understand this one... Why wouldn't you spend money on extensions?
I hate the fact that Sketchup neglects basic 3D app functionality, but I love the fact people I really respect like Rich and Gábor, are picking on that mistake from Trimble to create something much more relevant than what Trimble could probably achieve themselves, with the added bonus that they might make a good profit from it.
I really hope they do make money with it as they deserve it for numerous reasons, being the first that WrapR really seems to rock!
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Hey Jason,
Wrap-R will be a standalone tool that will import various file formats. As well as integrating with SketchUp.
Rect-Up
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I have a bunch of reasons -- but the most practical is I have not made a model in SketchUp in over 2 years, largely due to my extreme dislike of the direction (or lack thereof) of development of the software (Combined with the easy availability of much better and much more dynamically growing packages). I did purchased SketchUp Pro 2015, because I publicly said I would if they made the 64-bit change (and I try to keep my word), but the software is really useless to me without a decent unwrap. And so I never used it for a project.
I can put the money that would be needed to purchase extension (and updates) towards keeping my more full-featured and actively growing 3D packages up to date (which have built in Unwrap). To me SketchUp is all but dead -- so I see no reason to "throw good money after bad" into this sinkhole of a software.
I do feel for the authors of these great tools, trying to make the best of an impossible situation... but I am not interested in continuing to endlessly work around SketchUp limitations. And since Trimble does not officially support these extensions, they are under no constraints to do anything to improve the endless workarounds.
Rich asked if people would buy, to help him decide to proceed or not... I answered for myself (and only myself) honestly.
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@jason_maranto said:
Rich asked if people would buy, to help him decide to proceed or not... I answered for myself (and only myself) honestly.
I appreciate it
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