View Full Version : UV Tools, anyone interested?
Per-Anders 03-02-2003, 06:09 AM OK, i have a little pluginpack of about 6 UV editing tools that enable you to go from the object in the bottom right to the object in the top left in about 30 seconds without touching bodypaint (it's just a standard mesh with a standard 2d UV gradient applied to it).
http://www.peranders.com/c4d8/samples/jpg/uvmap.jpg
source file here for you to examine and play around with.
http://www.peranders.com/c4d8/samples/c4d/uvmap.zip
Feel free to ask me any questions about the toolset, and let me know if you're interested or not. If you are interested, would you be willing to pay a small ammount for them? If so, how much?
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slouchcorp
03-02-2003, 08:22 AM
could you explain the tool set a bit more maby some screen shots?
cheers mike.
Per-Anders
03-02-2003, 09:13 AM
The tools are as follows:
http://www.peranders.com/c4d8/samples/jpg/uvtools.jpg
Copy/Paste UV Points - simply allows you to copy a UV polygon, then paste that UV polygon into one or many others (good for repeating textures).
MaxUV - Makes the selected UV's go to maximum size (puts the points at 0,1,0:0,0,0:1,0,0:1,1,0), which means that the whole texture will show through those uv's.
UV Move Up Sequence - This will rotate the points of any selected UV's. The result is that the contents appear to have been rotated in the polygon (though it doesn't actually affect teh texture).
UV Move Down Sequence - Does same as UV Move Up Sequence, only it rotates in teh opposite direction.
UV Flip Sequence - Literally just swaps points 1 and 2 and points 3 and 4 four of the selected UV polygons. The visual result is that the contents of the polygon flip.
UV Terrace - A more complex one. This connects the selected UV's to the UV's of the poly's that are connectted on the mesh. To explain:
If you had a shape that was already textured, but you needed to extrude some polys, what normally happens is the side faces from the extrude all show the full Texture, if you were to select these side faces and run UV Terrace it would make the UV's of those poly's conect up to the surrounding UV's, and so the surface would once again appear smooth without any jumps.
UV terrace also has a very simple "relax" algorythm, here's an example of it taking a set of UV's (this time in bodypaint so you can see what it's doing the UV's) and it's connecting them in one run and putting them into the hole in the UV mesh waiting for them...
here's a nose, i selected some uv's and ran MAXUV on them to break them...
http://www.peranders.com/c4d8/samples/jpg/uvterracebefore.jpg
then i ran UV Terrace on them and this is what i got:
http://www.peranders.com/c4d8/samples/jpg/uvterraceafter.jpg
Anyhow, it's not meant to be for making a true relax algorythm, but it will get the UV's in roughly the right area without too much overlap going on provided there's a hole in the mesh waiting for them :)
Hope that helps to explain things.
slouchcorp
03-02-2003, 10:19 AM
hmm well yes they look cool and very handy so i guess id be interested, have thought of a price?
Another thing to concider for thoes of us with out bodypaint would be a decint uv unrap for photoshop editing i use uv2bmp at the moment but i would pay for a better solution.
just a thought....
it's realy nice to see you getting into plugins mate, keep it up
Mike.
michaeli
03-02-2003, 01:14 PM
:thumbsup:
flingster
03-02-2003, 03:58 PM
glad to see youre putting that creative texturing head to texturing in c4d....feel you've got a lot to contribute on the subject.
the results are certainly impressive.
is the maxuv just spin poly for texturing cos it looks useful
is this also a case of modd'ing cages once textures have been applied.
as for a price...tough one....you gotta way up usefulness, dispensibility/indispensibility, alternatives, the cost of your time, what the market can bare....etc.....then just pick a reasonable number....oooh and deliver it bug free....then youre sure to make a buck or two.
uv2bmp is free me thinks...but mymate is 49euros....a balance me thinks....what do you feel its worth?:thumbsup:
ThirdEye
03-02-2003, 05:09 PM
It reminds me some great uv tools of 3DS Max 5, check the online tour of Max on the discreet website, great job Per! :thumbsup:
Jake-L
03-03-2003, 04:31 PM
This is definitely an area where C4D needs additional tools. Would I pay? Not if I thought it was clearly overpriced...but otherwise, hell yeah!
flingster
03-03-2003, 07:53 PM
ball park....whats over priced?
its all about adding value...its tough to put a price on these things....does he charge $5 get loads of registrations...charge $50 and get a few? toughie... personally i think you need to way up the feature set, alternatives, take to designer, paul...they may give you some useful tips....you can always ask...:thumbsup:
astrofish
03-17-2003, 03:39 PM
Pricing is a really difficult topic...
In addition to all the stuff that flingster mentioned, here's a few more points:-
People pay for things based on how useful they are to them, _not_ how long it took you to write. (If you can write something incredibly useful in a few days, you're on a winner!)
If you release a demo version, then what you are selling is the _difference_ between the demo and the full version (e.g. if you wrote a 10 level game and gave away 6 in the demo, then what you are selling is an extra 4 levels, _not_ a 10 level game - and it needs to be priced accordingly).
Another issue that people might not realise is that it can cost money to sell things.
I'm selling spinPoly through 'swreg.org', who seem to be very good in terms of processing orders promptly, preventing fraud, and hosting secure downloads, etc.
Naturally, however, I have to pay them for providing this service, and this takes a slice of the money.
A particular problem with low cost items, is that the commision tends to have a minimum level, which means that there is no point selling something for just a few dollars, because it will all disappear in commision.
Cheers - Steve Baines
flingster
03-17-2003, 07:25 PM
well i can tell you all now that mdme_sadie (correct me if i'm wrong) has said he has released it as "workware" this means if you use it and like it, then under the terms of use you need to try and get him work....an excellent concept. So if you fancy giving it a go...and you agree with the terms of use....then go get it from his site....then try and get him work....if something comes your way and you think "Hey i know someone who can do that!!! then think of mdme_sadie and pass it on to him.....
enjoy....Oooh and don't forget to thank him for his efforts....cos its always nice to be thanked for a change....:thumbsup:
dmthurman
03-18-2003, 01:28 PM
Per, you rock as usual. I'm trying to get my little pea brain around the ways that textures work in Displacement. I stumbled onto this thread in the Spiraloid forum and would like to get some illumination on how this might be done in Cinema.
http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=9
I think it relates to this thread, but I could be wrong..:D Anyway, it's a bit beyond me, but i'm facinated with the potential of High quality renderings using low poly models.
David
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