Wrap-R for SketchUp
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@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?
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@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.
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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...
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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
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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
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Great model!
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Thanks Joao
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Whoa! Nice!
Any chance we can see the raw mesh?
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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!?!
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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.
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Woah nice work!
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such a great work - it canΒ΄t hardly get better !!
( & a cool render staging ! ) -
I really want the Mac version ... of Wrap-R ....
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Great looking car model, Optima!
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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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