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    [Preview] Wrap-R Video #2

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    • JQLJ Offline
      JQL
      zuletzt editiert von

      @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 Offline
        cmeed
        zuletzt editiert von

        looks amazing....
        c

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        • Rich O BrienR Offline
          Rich O Brien Moderator
          zuletzt editiert von

          @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 Offline
            JQL
            zuletzt editiert von

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

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            • FrederikF Offline
              Frederik
              zuletzt editiert von

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

              Cheers
              Kim Frederik

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              • cmeedC Offline
                cmeed
                zuletzt editiert von

                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 Offline
                  cmeed
                  zuletzt editiert von

                  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 Offline
                    JQL
                    zuletzt editiert von

                    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 Offline
                      cmeed
                      zuletzt editiert von

                      ....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 Offline
                        kaas
                        zuletzt editiert von

                        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 Offline
                          JQL
                          zuletzt editiert von

                          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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                          • K Offline
                            kaas
                            zuletzt editiert von

                            @jql said:

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

                            If you have nicely layout uvs (like in the image) AND the export to obj or fbx doesn't mess them up, I expect Unreal will most likely be able to re-use them easily.


                            uv.jpg

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                            • JQLJ Offline
                              JQL
                              zuletzt editiert von

                              Nice... It's not such a big deal with hard face modelling right?

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                              • K Offline
                                kaas
                                zuletzt editiert von

                                @jql said:

                                Nice... It's not such a big deal with hard face modelling right?

                                Don't want to clutter Rich's topic. Send you a pm.

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                                • Rich O BrienR Offline
                                  Rich O Brien Moderator
                                  zuletzt editiert von

                                  @cmeed said:

                                  So will WrapR be able to fix this?

                                  Yes, you can relax the selected UVs with the R key

                                  @cmeed said:

                                  Also - will we be able to get models into games engines?

                                  Saving multiple UV maps per mesh is on the roadmap.

                                  Download the free D'oh Book for SketchUp 📖

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                                  • JQLJ Offline
                                    JQL
                                    zuletzt editiert von

                                    @kaas said:

                                    Don't want to clutter Rich's topic. Send you a pm.

                                    You're right... though it also relates to the usefulness of Wrap-R...

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                                    • Rich O BrienR Offline
                                      Rich O Brien Moderator
                                      zuletzt editiert von

                                      This video shows how you can mark seams in SketchUp anf it will be unwrapped in Wrap-r when it imports....

                                      ...You can also see UV shells getting flipped.

                                      Next is live syncing in SU so you don't need to save-close-open-save-close-open... 😛

                                      Download the free D'oh Book for SketchUp 📖

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                                      • JQLJ Offline
                                        JQL
                                        zuletzt editiert von

                                        @rich o brien said:

                                        Saving multiple UV maps per mesh is on the roadmap.

                                        Whoaa... Hold on!

                                        Are you developing that prior to release or after release?

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                                        • Rich O BrienR Offline
                                          Rich O Brien Moderator
                                          zuletzt editiert von

                                          @jql said:

                                          Are you developing that prior to release or after release?

                                          prior to.... 😉

                                          Download the free D'oh Book for SketchUp 📖

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                                          • jujuJ Offline
                                            juju
                                            zuletzt editiert von

                                            @rich o brien said:

                                            @jql said:

                                            Are you developing that prior to release or after release?

                                            prior to.... 😉

                                            so, technically, would one then be able to save bump maps, etc. (all related to specfic textures) in the sketchup file?

                                            initially I thought this tool would only really benefit organic modeling, but it seems as though it may be of good use for all, especially if you want to contain all your texture info in one place... or am I understanding this wrong?

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

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