Wrap-R for SketchUp
-
I think I've seen them dozens times...
Yet I have a problem as sometimes SU hangs or crashes during the import of UV from WrapR phasis.
Not to mention sometimes I can't get the UV back and the fbx exported to SP doesn't contain any unwrapping information.
So exporting UV to SP directly works nice (always) but if I can't get the unwrapping infos back in SU, it's pretty useless (unless using marmoset toolbag as final render)...EDIT:
-
when I launched WrapR first time, I didn't have the shortcuts visible in the menus (even if they worked already). Now that I've configured my own shortcuts, they still aren't visible in the menus, although they are in your tuto videos.
-
when using UVselect and move, even selecting a few points (instead of all points of the island) suffice to move the whole island. But, when using mirror, I need to select all the points of the island. This beahaviour mismatch is a bit troubling and confusing.
-
is there a way to stretch (scale in one axis only) an island?
-
I don't understand how to use the 4 maximum tools, nor the relax.
-
-
Can you share a sample mesh I can look at?
Try it via email richob[at]sketchucation.com
-
Thanks Rich.
Right now I created a high res bitmap from svg with Illustrator and reinput it within SU to my mesh, re-exported the mesh to WrapR and am busy trying to match the mesh with the texture-svg layout.
I notices there is a parallax between the texture (in this case my previous unwrap layout rasterized) and the mesh. When moving the camera, the texture plane seems to be lower so there is a growing parallax when looking at the border of my screen, compared to the center. -
What are the color conventions for the stretched areas?
green = good
red = too compressed
blue = too dilated ?I noticed the stretch analysis needs to be refreshed manually. Is it too mush work to have a realtime analysis?
-
I also noticed that each time I cut an edge in WrapR, it refreshes the whole UV layout.
Is it possible to get rid of this behaviour?
Sorry to come with all these questions after having been so lazy and silent during the beta.
I could ask you by PM but I think some other users (noob like me ;D) could be interested to know the answers. -
Turn live unwrap off from the toolbar. Second last icon.
-
@optimaforever said:
Can you explain exactly how the live unwrapping work?
Every time you cut it tries to adjust islands to best fit. Turn off Live Unwrap to disable this adjustment
You can also pin any islands to prevent moving.
You can't move vertices with Live Unwrap On because the best fit will snap it back to the desired position.
-
Can you explain exactly how the live unwrapping work?
In the menu Mapping, there's also a Live Unwrap option.Whith Live unwrapping button toggled OFF (the Live Unwrap option gets ticked in the menu???),
I try to move a single vertex, it quickly comes back to the initial point. I have to select at least two points to be able to move them but the island gets moving.Whith Live unwrapping button toggled ON (the Live Unwrap option in the menu gets unticked),
I can move a single vertex as intended. Yet, I'm afraid of cutting edges again, because of the risk of getting the whole layout "refreshed" (= must redo all my painstakingly manual layout) just because I modified a tiny bit the geometry.In fact, I'm so afraid of losing the Unwrap layout that I can't close WrapR until I've done all the Substance painting and reimporting textures inside SketchUp.
EDIT: sorry, still learning WrapR
I like to understand how everything works under the hood.
When saving in WrapR, it writes a skp in the WrapR folder inside the place where the original skp is, with the name of the material in SU. And then, back in SU, when reloading from WrapR, what happens exactly?Do I have to resave the original skp in SU to "bake" the unwrap or is it implicit?
When trying to open this skp in WrapR directly, it doesn't work because WrapR doesn't accept skp files with components/groups. While this component has been originally created by WrapR itself when exporting the model from SU.
In order to open the skp in WrapR, I have to explode the component/group. Doing that, I lose all the quads and seams.
I tried to "save as" a new independent skp from WrapR, just to get a file I could load into WrapR in case my computer crashes during the Substance Painter work. Can I reload this skp in WrapR and get all the island layout as previously defined or will it "rebuild" all in its fashion (angle best or LSCM)? Well, I'll try later if I need it.
-
@rich o brien said:
@optimaforever said:
Can you explain exactly how the live unwrapping work?
Every time you cut it tries to adjust islands to best fit. Turn off Live Unwrap to disable this adjustment
You can also pin any islands to prevent moving.
You can't move vertices with Live Unwrap On because the best fit will snap it back to the desired position.
- Ok, so I guess "best fit" is defined by the least stretched approximation algorithm (angle best or LSCM)?
- So you mean I have to always pin all the other islands to prevent them from the Live Unwrap issue...
- Does the saved skp remembers the pinned status of the UVs when reopening the skp? If yes, Do you recommend saving the skp with all the vertex pinned?
-
@optimaforever said:
Ok, so I guess "best fit" is defined by the least stretched approximation algorithm (angle best or LSCM)?
Yes, Angle Based or LSCM, use different resolving methods to minimize texture distortion. For more regular forms Angle Based is used. For more organic use LSCM.
So what happens in the unwrap is that the islands are placed based on their bounding box size and then scaled to fit in the UV space.
There's a 3rd method we have planned called Harmonic which will resolve non-manifold mesh to have no distortion.
-
Thanks Rich
Is it possible to define a padding value for the auto layout?
Btw sometimes when moving/rotating the island there are unwanted random scaling of the islands.
How to avoid them? -
No way to add padding...yet
The easiest way to move/rotate/scale is to use the 3D view to pick your islands by double clicking in the 3D space.
No need to switch tools from Uv select to move or rotate.
Click to play GIF
If you select UV move it only moves in the 2D space. In the 3D space, the UV select tool is always active. So I tend to use the 3D view to pick islands and use the 2D view for moving, scaling etc...
-
Ok, thanks!
I can't find the nice wrapr tiles texture you use in the videos.
Is there a way to install them? -
Not yet, but check your email inbox
-
Cool... I finally did it.
The chassis is an old model of my Javelin I made with SketchUp 4.
I never quite succeeded in modeling the Optima body (lexan) because of the tools lacking in SketchUp, but with the recent addition of SubD and QFT, I was confident to be able to model it correctly.
Yet I missed an unwrap tool as I didn't want to go the 3dsmax way to make all the complex painting scheme, not to mention the rich decals.Sketchup 2017 + SubD + QFT + WrapR + Substance Painter 2.6 + Thea Render 1.5 + Photoshop
-
Great model!
-
Thanks Joao
-
Whoa! Nice!
Any chance we can see the raw mesh?
-
I don't know which impresses me more, the end product or the fact that you still had a SKP created way back in the day with SU4!?!
-
Here are the control mesh...
and the subdivided mesh.
I could probably do with less vertices but I'm still learning quad modeling.
Nevertheless I'm quite happy with the results so far.
Quads + QFT + WrapR + Substance Painter (+ Photoshop) really changed the way I model in SU and the way I see modeling in SU.I'm still missing more hard surface modeling tools.
Advertisement