unfold3d

Get feedback on your in-development maps and models, discuss the latest modeling and level editing software, and anything else that comes in three dimensions.

Moderators: KungFuSquirrel, Pericolos0, Mazy, Minotauro, Furyo, JamesL, hessi, Izuno, insta, Warby, Senior Staff

unfold3d

Postby KoKo5oVaR » July 11th, 2005, 7:17 pm

I don't know if any of you guys know this soft, but personnally, it changed my life ^^

http://www.polygonal-design.fr/e_unfold/index.php
KoKo5oVaR
User avatar
 
Posts: 1810
Joined: April 10th, 2005, 3:01 pm
Location: Lyon, France

Postby Pericolos0 » July 11th, 2005, 7:24 pm

holy shit yes i was wishing something like this existed last week while unwrapping some detailed map props

Gonna try it out right away :)
Bram Eulaers - environment artist portfolio
[HP] wrote:I kinda like nickleback :(
Pericolos0
User avatar
hero of the people... lmao
 
Posts: 3173
Joined: February 4th, 2004, 10:40 pm
Location: the hearts and minds of children of the world

Postby OL » July 15th, 2005, 12:19 am

oo
ImageImage
OL
 
Posts: 1332
Joined: October 6th, 2003, 3:12 pm
Location: turkey baster

Postby Tequila » July 15th, 2005, 12:21 am

Any good or a mixed blessing?
Tequila
User avatar
 
Posts: 1426
Joined: March 7th, 2004, 7:50 pm
Location: Alphabet Street

Postby Schmung » July 15th, 2005, 10:58 am

holy fuck, that looks awesome. Gonna try the free version on some organic stuff. I can unwrap mechanical thigns all day long without too much trouble, but organic stuff always flumoxes me.
Image
Schmung
 
Posts: 430
Joined: October 11th, 2004, 2:17 pm

Postby Pericolos0 » July 15th, 2005, 3:26 pm

it crashed when i tried to import my model
when i finally got it imported, it crashed when i tried exporting
and last but not least 3dsmax crashed when i tried to import my model
Bram Eulaers - environment artist portfolio
[HP] wrote:I kinda like nickleback :(
Pericolos0
User avatar
hero of the people... lmao
 
Posts: 3173
Joined: February 4th, 2004, 10:40 pm
Location: the hearts and minds of children of the world

Postby KoKo5oVaR » July 15th, 2005, 4:19 pm

it had worked for me :?
just have to be carefull with the openings in the model
KoKo5oVaR
User avatar
 
Posts: 1810
Joined: April 10th, 2005, 3:01 pm
Location: Lyon, France

Postby Schmung » July 15th, 2005, 4:20 pm

How many polys was your model Peri?
Image
Schmung
 
Posts: 430
Joined: October 11th, 2004, 2:17 pm

Postby Pericolos0 » July 15th, 2005, 4:22 pm

180
Bram Eulaers - environment artist portfolio
[HP] wrote:I kinda like nickleback :(
Pericolos0
User avatar
hero of the people... lmao
 
Posts: 3173
Joined: February 4th, 2004, 10:40 pm
Location: the hearts and minds of children of the world

Postby st0lve » July 15th, 2005, 5:42 pm

If I only knew how to export to .obj D:!
Image
st0lve
User avatar
Idiot King
Idiot King
 
Posts: 3102
Joined: December 23rd, 2003, 10:53 pm
Location: EOT

Postby Pericolos0 » July 16th, 2005, 4:44 pm

well its really really really buggy for now, but i hope this evolves into something nice :)
where you can select all the places where there can be seams, and then it'll output a complete uvmap for you, with maximum use of the texture space :)
Bram Eulaers - environment artist portfolio
[HP] wrote:I kinda like nickleback :(
Pericolos0
User avatar
hero of the people... lmao
 
Posts: 3173
Joined: February 4th, 2004, 10:40 pm
Location: the hearts and minds of children of the world

Postby Hourences » July 16th, 2005, 4:50 pm

I messed with it before at work, its cool but not awesome. Has some probs and sometimes a bit buggy
When you export to obj you have to disable certain options like compress numbers or whatever it was in export options or else the prog will crash upon import
Also it is possible to manually set the spots where there will be seams Peri, you have to break the vertices at that spot and weld them back later on when its imported in Max again
Image
Image
Hourences
User avatar
 
Posts: 803
Joined: December 8th, 2004, 4:06 pm
Location: BE/NL/SV

Postby Pericolos0 » July 16th, 2005, 4:55 pm

yeah i know, but what i mean is it should evolve to something that makes an efficient uv layout. for example i did it with a door model i made and the uv was full of unused space, and alot of parts where rotated when they shouldnt be :)
Bram Eulaers - environment artist portfolio
[HP] wrote:I kinda like nickleback :(
Pericolos0
User avatar
hero of the people... lmao
 
Posts: 3173
Joined: February 4th, 2004, 10:40 pm
Location: the hearts and minds of children of the world

Postby KoKo5oVaR » July 16th, 2005, 5:12 pm

Anyway, you almost always have to reedit the uvmap, but for organic models it reduces the number of joints that you will have with several cylinder mapping
KoKo5oVaR
User avatar
 
Posts: 1810
Joined: April 10th, 2005, 3:01 pm
Location: Lyon, France

Postby Hourences » July 16th, 2005, 5:30 pm

I found it most usefull for cave and rock meshes. Doesnt work for architecture imo
Image
Image
Hourences
User avatar
 
Posts: 803
Joined: December 8th, 2004, 4:06 pm
Location: BE/NL/SV

Next

Return to 3D (Levels, Models)

Who is online

Users browsing this forum: No registered users and 1 guest