View Full Version : Ultimate Unwrap 3D v2.0 released
paintbox 04-24-2003, 09:47 AM Hi there, as a Ultimate Unwrap user I found out version 2.0 has just been released. You can find all the info here : www.unwrap3d.com
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Yes, Ultimate Unwrap3D 2.0 is finally here! Upgrading is absolutely free to all registered 1.x users.
New GUI improvements and features:
-The UV Editor is now fully rendered in OpenGL, giving a significant speed boost to real-time interactive UV mapping.
-Import/export multiple UV sets with DirectX and Blitz3D files. UVSets allow your model to have more than one set of texture coordinates.
-Up to 8 different layout schemes now available, everything from one view to 4 views.
-Copy/Paste UVs when working with mirrored geometry.
-Paint vertex colors directly onto the 3D model in real-time.
-Pack UVs optimized for speed when packing by connectivity.
-Align UVs vertically or horizontally using an arbitrary face edge.
-Added MeshSmooth Faces for subdividing UV coordinates and geometry.
-Selection, moving, scaling, and rotating of UVs have been improved.
-The Scene Window has been improved to provide better information about loaded textures.
-Dockable toolbars have been added for quicker access to tools.
-Multiple windows. Tear off any viewport into a new window.
-The hotkey dialog has been improved for easier browsing.
-New 3D text, shape, and segmented box primitives.
-Over 50+ file formats are currently supported.
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lildragon
04-24-2003, 09:53 AM
Very cool, this is not app dependant correct? Cause I'm about to plug it on both 3dfestival.com and cgtalk.
salud
paintbox
04-24-2003, 10:12 AM
No, it is not app dependent, you can use whatever program as long as there is a plug-in for it. And if you're not sure if your program is supported, try the demo first :D
I personally use the wavefront .obj format a lot, as most programs are able to load that in, or .3ds....with great success, all the other plug-ins i've tried (about a dozen or so) also worked as intended :)
PS Just toyed with it a little, and it is a BIG improvement on v1.x..it's much faster, and the interface is also a big improvement. (docking/viewports etc.)
lildragon
04-24-2003, 10:19 AM
very cool ;)
salud
lildragon
04-24-2003, 10:54 AM
Heya question, I just imported an .obj model but it's all black, is there like a basic shader I could use? or a normals setting? Looks like a great app.
Nevermind found the answer, add a material :p
salud
whats a good free unwrapper for 3dsmax for example
strick9
04-24-2003, 02:29 PM
Just downloaded the demo, and am gonna give it a try tonight. The pricepoint is very nice.
Milho
04-24-2003, 02:46 PM
What are its benefits? Why is it better/easier than "normal" Unwrapping functions?
Asorson
04-24-2003, 06:18 PM
Originally posted by l7d
whats a good free unwrapper for 3dsmax for example
The Unwrap UVW modifier works fine for me.
McGrath
04-24-2003, 06:49 PM
I believe my prayers have finally been answered!!
I was having the hardest time wrappin textures onto my extruded-faced poly objects.
The Lord does work in mysterious ways, huh.
This is like a god send *sends moneh now*
kyldub
04-24-2003, 08:01 PM
im using lithunwrap right now and what i hate about it is none of the formats will import as quads. if this can do that then he has my money right now. anyone know if it can? i hate unwrapping in tris, but lithunwrap (which is the freeware precursor to this) doesnt support any formats that can do it. please say this does!
lildragon
04-24-2003, 08:07 PM
Originally posted by kyldub
if this can do that then he has my money right now. anyone know if it can? i hate unwrapping in tris, but lithunwrap (which is the freeware precursor to this) doesnt support any formats that can do it. please say this does!
Yes it does and more, just try the demo, it's stunning!
salud
kyldub
04-24-2003, 08:18 PM
great so what format would i export from max to preserve the quads?
Maya Ayanami
04-24-2003, 08:28 PM
sounds cool.
sorry guys. Im buisy. just subscribing to check out later.
paintbox
04-24-2003, 08:42 PM
kyldub : Wavefront OBJ preserves quads, so if you can export OBJ with MAX it should work. There is also support for the ASCII 3D Studio MAX format, that should preserve quads as well if I recall correctly.
lildragon
04-24-2003, 08:45 PM
If Max users need an .obj exporter , you can find one here http://www.habware.at/duck3.htm I used this for IcePond's turtle and it was pretty much flawless.
salud
strick9
04-24-2003, 09:34 PM
Hey Lil Dragon Do I need a third party device to export my Maya models out of Maya as OBJ's? My list of export options only has ma, mb, .mov, and mental ray. I never exported as an obj before, and can't figure it out.
Thanks in advance.
EDIT
Gah! guess I should read my documentation before opening my mouth, I see I got to load up a plug-in first.
brianellebracht
04-24-2003, 09:37 PM
go to your plugin manager under preferences and make sure you have the plugin obj export loaded. That should do it!
Brian
chudofsinister
04-24-2003, 09:46 PM
why would I go to a whole other package to unwrap a mesh and then re-import it. As a max user this seems really dumb.
strick9
04-24-2003, 09:47 PM
Cool!
It's working now.
I am digging this application, I am definetly gonna pick this up.
lildragon
04-24-2003, 09:53 PM
Originally posted by chudofsinister
why would I go to a whole other package to unwrap a mesh and then re-import it. As a max user this seems really dumb.
Well I won't say dumb, it can be practical in usage since it's the only thing the app focuses on. Max's new UV Editor is great IMO but some other apps have a tough time with this area.
I actually think it's pretty cool, in the same way as Deep UV from Right Hemisphere.
Do you still use texporter to export your maps?
As for me I'm an advocate for not using multiple apps with any project, but after playing with this I find it kinda cool :)
salud
chudofsinister
04-24-2003, 10:02 PM
yep, texporter is the only way to go. We wrote a script in house that does the same thing but I still prefer texporter. the only thing I like about deep paint is the project paint function and the snapshot to photoshop features. those are awsome otherwise I dont really care for it.
Originally posted by chudofsinister
yep, texporter is the only way to go. We wrote a script in house that does the same thing but I still prefer texporter. the only thing I like about deep paint is the project paint function and the snapshot to photoshop features. those are awsome otherwise I dont really care for it.
Have you seen the GhostPainter 2 Unwrap to Path feature (http://www.cebas.com/products/feature.asp?UD=10-7888-33-788&PID=5&FID=367) ?
Unwrapping from 3ds max via a Photoshop plug-in directly into Photoshop !!!
Just selecting the object, no image size to enter... very neat workflow (Watch the video on the website).
Daniel
paintbox
04-25-2003, 09:47 AM
About the issue of 'why use this app' :)
If your prefered 3D program has good UV-mapping, you shouldn't need Unwrap3D. Especially the big apps are getting better UV-mapping with each release.
I don't have a recent version of the big apps, and so I use Ultimate Unwrap as it offers superior uv-mapping, compared with the price.
I would even have bought this program just for the conversion possibilities alone, as I need that for my work a lot.
So if you're just starting out , need a budget-alternative, or after testing the trial version just *like* Unwrap 3D above your existing program uv-mapping options, than this could be the app you need :D
Downloading the demo now - just a quick question. The site says it supports LWO format - anybody know if this is LWO (version 5.6/earlier) or LWOb(6.0/later)? Also, does the program support subdivision surfaces, or are all the faces imported and mapped as polys?
paintbox
04-25-2003, 01:43 PM
Maxx : I'm not sure about the import, but at export a dialog box pops-up with various options, including the question if you want to export 5.6 or 6.0.
It doesn't support sub-d as far as I know, it's all quad or poly.
thanks for the info - i've got the demo now, haven't installed it yet - prolly this weekend.
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