Wrap-R for SketchUp
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I put a quick tutorial together for the flower... it lacks some steps, but it could give some ideas of the workflow and the final result.
It also points some flaws/bugs of the software, which should be investigated...
It's a set of images in the archive along with the two .skp files (the one that i downloaded from the forum and the resulting one after uv-mapping).The biggest concern I have about the scaling-down bug. It scaled the model insanely down, when the uv-mapping was loaded with WrapR.
below are the errors:
Full archive (tutorial screenshots, skp files)
QuickTutorial.7zHope it helps...
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You didn't explain clearly your issue. I didn't know what you were referring to.
We are aware of the scaling issue. And the next release will fix it.
But if someone can reliable identify the workflow to reproduce it then please share it here.
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Derei, I complained earlier about scale bug and answer was to use [] keys to manage the tsx size. BUT when application blows up x50! scaling down 5% with bracket keys hardly helps. I'm curious whether this bug would migrate to final release.
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@rich o brien said:
But if someone can reliable identify the workflow to reproduce it then please share it here.
I am not sure if is 100% the cause, but i noticed it happening when I am scaling the uv-mesh in WrapR... seems that scaling the mesh will result in this model scaling-down. It should not alter the geometry, but only the way texture is projected on the mesh, but for some reason it does.
Also, there are sometimes unwelded (red) edges that appear after the model was saved and automatically reloaded.
Another issue is undoing the uv import from wrapr: if I imported the uv mapping on my model, but then i hit undo for any reason, i can't re import it or redo the operation.
When I need that, I do a trick: i rename the existing wrapr sketchup file (found in WrapR folder), then I export again to wrapr. Now a new skp file will be exported. I delete the new file and I rename the old one back.. in this way i can import the uvs that were previously used... is a messy workaround, prone to many mistakes and it should be solved in a better way (eg. to allow importing uvs from custom selected file - this way i can save several uv options and test them separately). -
I like that idea.
Added to list.
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@rich o brien said:
I like that idea.
Added to list.
About one week ago i sent you an email with a report with my first experience after a consistent use... I don't know if you received it, because I got no response back... even the shrinking bug was mentioned in there.
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@derei said:
I put a quick tutorial together for the flower...
Hope it helps...
Thanks Derei for taking time to do this tutorial. I got the idea! Im sure this will be useful!
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Fine Tutorial
RichDerei. I was going to get there, I'm sure, but the "More manageable parts" is really the key for selection without the curve.Great Tut!
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@cuttingedge said:
Thanks Derei for taking time to do this tutorial. I got the idea! Im sure this will be useful!
Sorry Derei, I thought it was Rich that made the tut. It's excellent!
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Rich, I'm trying to understand.. Do you confirm there's a bug with Wrap-R not obeying 'switch primary and secondary buttons' mouse mode? If yes, is it fixable?
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Quick question.. Will there be support for UDIM in WrapR ??
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@jonorman said:
Quick question.. Will there be support for UDIM in WrapR ??
It is a good idea. Thank you. It will not be in the first release but in future releases we might implement it.
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@rv1974 said:
Rich, I'm trying to understand.. Do you confirm there's a bug with Wrap-R not obeying 'switch primary and secondary buttons' mouse mode? If yes, is it fixable?
Thank you for spotting this glitch. Beta 1.0.5 has a fix for it. Please download and try it and let us know about the result.
https://s3.amazonaws.com/wrapr-download/WrapR-installer_1_0_5.exe
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This really looks like a game changer for many
I'm probably going to try and get the substance indie pack when it's next on sale so this would be a huge help.
Only problem is I'm very much a mac user - hopefully once the pc version has been released work can start on the mac version?
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Great plugin... I am just wondering if you could possibly give me some advice as to a couple of things...
What is the best workflow for using Photoshop for texturing
(Convert .SVG to to .PNG, then export model as .obj and texture from there?)
And also, after "triangulating" my mesh I assume this is what I should be doing, since the standard Sketchup models give the error of containing ngons if I try to send straight to wrap-r), my models get sort of distorted looking, and so do the UV's. Here is an image showing my problem.
Many thanks if you can point me in the right directional at all.
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@synchronicity said:
What is the best workflow for using Photoshop for texturing
If you use the latest PS then make a new document 1:1 ratio, say 2048 x 2048 px, and then save the UVs to SCG in WrapR.
In PS use File > Place Embedded... to place the SVG into the document. Scale it to fit the boundaries. We export the SVG at 1024px x 1024px so you need to scale x2.
Now you can paint however you wish.
@synchronicity said:
And also, after "triangulating" my mesh I assume this is what I should be doing, since the standard Sketchup models give the error of containing ngons if I try to send straight to wrap-r), my models get sort of distorted looking, and so do the UV's.
Try changing the mapping method in WrapR from the Mapping menu. If that still produces irregular results make more cuts to better resolve the UVs.
Long triangles are hard to unwrap. Sometimes manual triangulation is needed in areas to control the mesh distribution.
That help?
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Thanks very much for your tips Rich! I'll give them a shot later.
Would there be any advantage (for more complex models) to putting the model through a program that can decimate/reduce polycount (and at the same time making it quad based) before running through Wrap-R, or would that sort of thing be best done after using Wrap-R while the sketchup model is close to it's native format?
Thanks again for your help! Definitely a game changing plugin. I've been using Sketchup intemittently/not as much as I'd like since 2011 and this is the first time I've ever made a UV for a sketchup model haha.
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@synchronicity said:
Would there be any advantage (for more complex models) to putting the model through a program that can decimate/reduce polycount (and at the same time making it quad based) before running through Wrap-R, or would that sort of thing be best done after using Wrap-R while the sketchup model is close to it's native format?
If you change the mesh you lose the UV information. So it is best to UV map the final mesh.
@synchronicity said:
I've been using Sketchup intermittently/not as much as I'd like since 2011 and this is the first time I've ever made a UV for a sketchup model haha.
You're not alone. This is relatively new to SketchUp so I imagine the concept of UV mapping is new to a large portion of users.
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Definitely an improvement after segmenting more "cut" areas, and checking both options under the mapping menu, but still some slanted UV maps, would these cause issues when texture painting images with text/logos and the like (cause them to appear wonky.distorted)? Haven't tried manually triangulating further as of yet.
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