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    ⚠️ Important | Libfredo 15.6b introduces important bugfixes for Fredo's Extensions Update

    [Preview] Wrap-R Video #2

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    • pilouP 離線
      pilou
      最後由 編輯

      A tricky teasing! 😄
      With a frenzied music ! 💚

      Frenchy Pilou
      Is beautiful that please without concept!
      My Little site :)

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      • JQLJ 離線
        JQL
        最後由 編輯

        Yup... this is great!

        ETA?

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        • JQLJ 離線
          JQL
          最後由 編輯

          @frederik said:

          This looks better and better...!! 👍

          And this awesome plugin is expected to be ready for release by...?!?

          Excuse my ignorance, but that unwrapped texture map with the "funny" shapes, will it become available for use in applications like Allegorithmic - or is the purpose that user only need a normal square texture map to make amendments to the texture...?!?

          I.e. how will I be able to add dirt to a map and know exactly where it will be on my model...?

          Kim,

          Once you have an unwrapped model, the rest is taken care of in Substance procedurally.

          If you'll be using substance you'll have no problem with that.

          Problem will be there only for people that Unwrap, paint their textures manually on an editor, and then change their models and have to reunwrap them. I don't know if there will be a way to make a model conform to the previous texture...

          Blender does this. You move a vertex and it doesn't change the unwrapping, the texture fits to the triangle/quad no matter what happens to it. I don't know if this will be possible in SU, hence I keep asking for it.

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          • Rich O BrienR 離線
            Rich O Brien Moderator
            最後由 編輯

            @fred

            wrapr.gif

            You can export your unwrap to svg and do whatever you want in your image editor.

            If you export the model to .obj from Wrap-R you can then go to Substance Painter...

            Image 2.png

            Download the free D'oh Book for SketchUp 📖

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            • JQLJ 離線
              JQL
              最後由 編輯

              @rich o brien said:

              If you export the model to .obj from Wrap-R you can then go to Substance Painter...

              Then you simply create a material based on the textures exported from painter/designer.

              In your case you can, of course, use Thea Converter and apply those materials directly in SU with the help of T4SU or thrupaint.

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              • JQLJ 離線
                JQL
                最後由 編輯

                @jql said:

                @rich o brien said:

                If you export the model to .obj from Wrap-R you can then go to Substance Painter...

                Then you simply create a material based on the textures exported from painter/designer.

                In your case you can, of course, use Thea Converter and apply those materials directly in SU with the help of T4SU or thrupaint.

                @Rich,

                Will we also be able to import textures directly into unwrapper or will we have to work with SU textures?

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                • FrederikF 離線
                  Frederik
                  最後由 編輯

                  @rich o brien said:

                  You can export your unwrap to svg and do whatever you want in your image editor.

                  If you export the model to .obj from Wrap-R you can then go to Substance Painter...

                  This is EXCELLENT...!!! 💚

                  Thanks, Rich...!

                  And also thanks for your comments, João... 👍

                  Cheers
                  Kim Frederik

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                  • Rich O BrienR 離線
                    Rich O Brien Moderator
                    最後由 編輯

                    @jql

                    world is your oyster once you have a uv map.

                    without one you can't bake normals, ao etc...

                    texture import is vital but not from the outset. main purpose is to get this out as a minimum viable product and then let the users dictate it's dev.

                    Download the free D'oh Book for SketchUp 📖

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                    • soloS 離線
                      solo
                      最後由 編輯

                      This is so exciting, I cannot wait to try this.

                      http://www.solos-art.com

                      If you see a toilet in your dreams do not use it.

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                      • JQLJ 離線
                        JQL
                        最後由 編輯

                        @rich o brien said:

                        @jql

                        world is your oyster once you have a uv map.

                        without one you can't bake normals, ao etc...

                        texture import is vital but not from the outset. main purpose is to get this out as a minimum viable product and then let the users dictate it's dev.

                        You're absolutelly right!

                        Also, my concerns are really not aiming at my current workflow as I'm using substance and as you say the only thing I need is an UV map and doing it with sketchup tools.

                        Basically, I need only what you have right now!

                        But I just cannot help pestering you, it's a way to feel involved already. Will it also be easy to select some edges and rotate them or edit them somehow so they get absolutelly vertical or horizontal?

                        That would help a lot in some architectural workflows and I cannot do it with blender (I know it's pbcac... don't shove that on me! 😄)

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                        • cmeedC 離線
                          cmeed
                          最後由 編輯

                          looks amazing....
                          c

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                          • Rich O BrienR 離線
                            Rich O Brien Moderator
                            最後由 編輯

                            @unknownuser said:

                            "Will it also be easy to select some edges and rotate them or edit them somehow so they get absolutely vertical or horizontal?

                            Will it?

                            It can do it already 😉

                            Align to top,bottom, left and right. Pin points too. And Relax.

                            Download the free D'oh Book for SketchUp 📖

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                            • JQLJ 離線
                              JQL
                              最後由 編輯

                              I'm relaxed... will wait for it calmly now...

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                              • FrederikF 離線
                                Frederik
                                最後由 編輯

                                I'm calm as well...
                                But I do want to see more of this... 😄

                                Cheers
                                Kim Frederik

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                                • cmeedC 離線
                                  cmeed
                                  最後由 編輯

                                  question on the video...
                                  the shell of the car was mostly green. The areas around the lights were red while an area opposite was blue - This indicates the checker material is being squashed or stretched? red squashed blue stretched. So will WrapR be able to fix this?
                                  how? - by moving the vertices around individually? I don't know much about UV mapping....

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                                  • cmeedC 離線
                                    cmeed
                                    最後由 編輯

                                    Also - will we be able to get models into games engines?
                                    a second UV channel was needed for Unreal for example.

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                                    • JQLJ 離線
                                      JQL
                                      最後由 編輯

                                      I don't believe you need the second UV channel. At least I was able to export to UE without it... The only problem I faced was 64+ materials on my model. It doesn't handle so many and I also haven't managed to actually work inside UE as I hadn't the time to dable with it. 😉

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                                      • cmeedC 離線
                                        cmeed
                                        最後由 編輯

                                        ....actually i think the second UV channel is now created by default by UE if the model doesn't have one...I just remembered.
                                        I ran into problems where some of my model would be fine in UE for a while then after a 'lighting' build everything went crazy - supposedly due to the lack of the second uv channel. anyway, like you, finding time to try and experiment is hard to find.

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                                        • K 離線
                                          kaas
                                          最後由 編輯

                                          If you want to use lightmaps in Unreal, you need a second UV channel. If you want to use only dynamic lights, you don't.

                                          Unreal can create a second UV channel from Sketchup's texture channel. It basically makes a copy of the texture UV's, and re-shuffles all the individual UV islands so they fit in a 0-1 space.
                                          Most textures in SketchUp have UV coords outside that 0-1 space so Unreal takes a bit time for that.
                                          Problem is though, this only works for simple geometry. For more complex or curved elements (furniture for instance) the UVs in SketchUp are not nicely stitched together but all loose islands and all over the place. This results in a large lightmap with all kinds of tiny little islands and lots of wasted space. These lightmaps take more time to calculate and never look really well - even at higher resolutions.

                                          For those elements, make your own lightmap UVs in Blender is your best option.

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                                          • JQLJ 離線
                                            JQL
                                            最後由 編輯

                                            kaas, but if the original textures are UV unwrapped onto one of these organic models, the lighmap problem persists?

                                            I mean if we have something unwrapped the second UV channel to lightmap convertion works well?

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