[Preview] Wrap-R Video #2
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@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?
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@rich o brien said:
Next is live syncing in SU so you don't need to save-close-open-save-close-open...
You're killing me...
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@juju said:
so, technically, would one then be able to save bump maps, etc
no, UV maps and texture maps are different beasts. By having multiple UV maps you could then assign different texture maps to different uv maps. This is typically done in game engines for performance gains.
@juju said:
I thought this tool would only really benefit organic modeling
it will benefit everyone that needs to UV map. Because SketchUp doesn't do it well and the extensions that try to tackle it can only get so far. Hence the standalone app of sorts.
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@rich o brien said:
This video shows how you can mark seams in SketchUp anf it will be unwrapped in Wrap-r when it imports....
VIDEO WAS HERE
...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...
You are really annoying... I want to play with it already!!!! I'm not calm anymore!
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@rich o brien said:
@jql said:
Are you developing that prior to release or after release?
prior to....
Are Tomasz and other render engines developers envolved with this? They could be interested in working together so we can better integrate materials in SU...
Hell I will poke folks at Substance too!
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I just came up to the conclusion that you're developing Wrap-R with the single purpose of getting on my nerve!
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What more alarming to me is that you've only a single nerve! the rest of us suffer from having multiple nerves.
It's easier hit one nerve though.
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Yes... my nerve looks forward to this!
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see my latest thread for the newest additions....
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just one question:
when????
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Will we be able to add the critical UV Channel needed for Unreal Engine importing?
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@valerostudio said:
Will we be able to add the critical UV Channel needed for Unreal Engine importing?
Ditto for Unity. Having a separate channel for UV's would be great.
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UV channels are planned but not for the first release.
Everyone will get to play next month when we do an open beta
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This better be good. Or else!
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Oooh.
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hey hey hey
what about the open beta - will it be ready for xmas??
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Rich said 'next month', so no.
Edit: Also, 'next month' may not mean to software developers what it means to us.
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We could release it this month but Christmas time is not the best time to tackle any issues that may crop up.
I'm gonna commit to January for sure. January 2017.
I'm gonna add you to the test group this week if you've spare time to try it out.
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Wow!! I've been waiting for something like this for a long time
Awesome
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