Wrap-R for SketchUp
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Thanks!
Another example... Here I only WrapR'ed the tires and painted them with Substance Painter, then exported back the texture to Sketchup, rendered with Thea...
Previously I had to add the markings with PS or stamp the text as vector shapes in raw sketchup geometry. -
Stellar!
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Those car models are beautiful. I can't imagine how you got there despite the great plugins.
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I just discovered this awesome looking plugin. I got the trial version and started playing with this. Usually when I'm making a game asset, I make the texture map first and adjust as I go along. I would usually do my UV mapping in Blender where I could move the islands to where I want them within the texture. But when I start WrapR, the texture I assigned in Sketchup does not show up in WrapR and the "Sketchup Texture" option is greyed out. How do I bring in my texture after launching WrapR from Sketchup?
BTW, the help button takes me to the home page and I don't see an obvious way to navigate to the user guide from there. Is there any more documentation for this that explain working with textures?
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Make sure your texture is square 1 : 1
For documentation see : https://wrap-r.com/docs-wrapr-sketchup.html
Still not complete as I've more to add soon
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yes, slowly slowly catchy monkey.
enjoy the trial! if you need a refresh let me know
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@rich o brien said:
Make sure your texture is square 1 : 1
For documentation see : https://wrap-r.com/docs-wrapr-.html
Still not complete as I've more to add soon
Ah...my texture is 1:2. Sometimes I need the room. Any chance to support textures beyondn 1:1 dimensions in the future? Or is it because of the 1:0 space thing?
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@rich o brien said:
yes, slowly slowly catchy monkey.
enjoy the trial! if you need a refresh let me know
Ok, thank you!
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Wrap-R is beautiful to work with. Amazing little thing with a very intuitive workflow based on Blender's but with the Sketchup user in mind...
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Wrap-R OSX version, please!
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Hi Rich,
I was wondering if an update was in the pipeline... has the new SU SDK allowed too improve on packing/optimzing UV algorithms?
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I already replied to your email.
But we have to wait for the next SDK to see what goodies SU expose to us.
We do have a new unwrapping method for non-manifold meshes. But having a Smart Unwrap method is the goal to minimize to workflow for those that need very quick and dirty unwrapping.
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Yup, I know.
I just wanted to launch a beacon here to tell others that info, in case they were wondering... -
@rich o brien said:
Make sure your texture is square 1 : 1
I recently re-discoverd Wrapr and I'm loving it - great tool! Any chance non-square textures will be supported? (2048x1024)
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Ah! I forgot to post the final result...
Modeled in Sketchup pro 2017/8 + QFT + SubD
Unwrap in Wrap-R
Bodies painted with Substance Painter 2
Rendered with Thea 1.5/2
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Non square is coming. need to address some export issues for non-square textures
@opti
those are yummy models!
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thanks Rich!
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Question: will there be an update for 2019 soon OR should we use the 2018 Wrap-r version?
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