A good UV Editor.

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A good UV Editor. // Roundtable

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Post by Birdnest // Apr 12, 2009, 2:32pm

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What do all of you 3d modellers use for a convenient somewhat easy to use UV Editor? Or a rendering engine, considering Vray is longer on sale.


I need opinions and comments!:cool:

Post by Jack Edwards // Apr 12, 2009, 2:44pm

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UVLayout for UVs. It's very quick to work with but a bit pricey.
Ultimate Unwrap 3D is also good and doubles as a format converter.

YafaRay and Kerkythea are looking like the main render engines for us about now. We already have very good YafaRay integration available including lighting and materials via the add-on in the garage section.

For Kerkythea, export your scenes as 3DS then load them into Kerkythea for setting up materials and lighting.

Post by RAYMAN // Apr 12, 2009, 5:02pm

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UVLayout for UVs. It's very quick to work with but a bit pricey.

Ultimate Unwrap 3D is also good and doubles as a format converter.


YafaRay and Kerkythea are looking like the main render engines for us about now. We already have very good YafaRay integration available including lighting and materials via the add-on in the garage section.


For Kerkythea, export your scenes as 3DS then load them into Kerkythea for setting up materials and lighting.


Same response as Jack ! may I ad I love to use painting with pictures and the easiest way to get it is through 3d coat(awsome program). Modo has image ink but is pretty pricey plus is a full package !

I do most of my renders in Kerkythea..

Peter

Post by Tiles // Apr 12, 2009, 9:10pm

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Not to forget Roadkill. I use Roadkill for unwrapping, then Ultimate Unwrap to cleanup the unwrap.

Post by RichLevy // Apr 13, 2009, 5:25am

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Using Silo, you get 2 programs in on, a good modeler and a good LCSM UV Tool.


Just another option for you to consider. UU3D is a good tool and very affordable.

XSI ModTool 6.01 is free and has a pretty good UV Editor in it, V7.5 should be coming out in another week, that editor is even bettedr they tell me. Houdini Apprentice4 also has a good UV Editor in it, that one is free also.


Rich

Post by W!ZARD // Apr 14, 2009, 6:33am

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I need to operate on zero budget - all my spare money goes toward hardware. Thus I've not checked out any UV Editors that require payment. I got some good use out of Roadkill but from my (admittedly limited) experience I'd have to say why not use the Workspace UV Editor? I think it's quite brilliant, one of trueSpaces unsung features.


I'll confess it confused the hell out of me to start with but once I learned it's quirks and got a useable workflow happening I started to realise it's actually really useful.


I use dual monitors so I can have the UV editor in one screen and a 3d window in the other.


Now I've figured out how to use it I can't really see any need for anything else.


I'm always mildly surprised that more folk don't sing it's praises!!

Post by Tiles // Apr 14, 2009, 7:13am

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why not use the Workspace UV Editor?


Because it lacks of something like LSCM, which is needed to unwrap organic shapes. Workspace UVE has some neat features though to clean up the unwrap then :)

Post by noko // Apr 14, 2009, 7:41am

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Now this just begs for a WS UV editor tutorial of some kind. Very interested in decent workflow. I've been working with editor off and on and also beginning to think it is rather powerful since you can have direct interaction of UV in Point edit mode selecting faces which then you can move to what ever location you want. Hard to be objective since really only the second UV editor I've ever played around with ;).

Post by Jack Edwards // Apr 14, 2009, 11:11am

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The UV editor if WS is very basic compared to full featured UV Editors like UV Layout and UU3D, but it's good enough that you don't have to go out to other programs for relatively simple things.

LSCM or equivalent is really needed for quickly unwrapping organic models. To give an idea, in UV Layout I can completely unwrap a relatively high poly character in about an hour or two. With tS or UU3D it would take DAYS.

Post by RAYMAN // Apr 14, 2009, 7:40pm

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Yes then youve got something that you are puzzled with (where is top

where is bottom etc. ) you have to ad something in Photoshop and you simply

dont know where your painting what ......

Therefore I love to avoid it totally and paint in a program that lets you do it

like 3d Coat or like Modo or Z- Brush.:p

Peter

Post by W!ZARD // Apr 15, 2009, 2:41am

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The UV editor if WS is very basic compared to full featured UV Editors like UV Layout and UU3D, but it's good enough that you don't have to go out to other programs for relatively simple things.


LSCM or equivalent is really needed for quickly unwrapping organic models. To give an idea, in UV Layout I can completely unwrap a relatively high poly character in about an hour or two. With tS or UU3D it would take DAYS.


Huh!? Days? That's not been my experience at all although it can be time consuming. I'm not familiar with LSCM but I've used Roadkill for automatically unwrapping organic models. I found I still had so much tidying up to do that it really was just as easy with WS UVE, specially with a pre-prepared texture map. Just enter Point Edit mode, paint select the faces you want to work on directly on your 3d model - they're also selected in the UVE so you just cut them from the rest of the UV mesh flatten 'em out on your texturemap where you want 'em and repeat till all your UV's are set.


In practice, once you get into the swing of things it's a piece of cake, even with high-poly organic models. The WS UVE is so stable and smooth (at least it is on my machine which is no supercomputer) that it's a pleasure to use.


I honestly never ever thought I'd say that UV editing was fun but I do now. In fact (and I can hear the cries of "fanboy' already) the UV editer in WS is one of the primary reasons I rarely use Modelside except for seting up LightWorks renders.


In situations where you are using lo-poly meshes with SDS the WS UVE is simply superb!


Which is not to say there aren't other better alternatives though. For low budget hobby guys like me you can't go past tS's price either!;)

Post by jayr // Apr 15, 2009, 6:29am

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just to throw my 2p in, i've found it's sometimes easier to run a model thru a uv program twice, once before applying SDS and then after.


That way you can correct any major problems while there's less points arount then tidy up later. Not sure if it's that much quicker but i find it less of a head ache.

Post by RAYMAN // Apr 18, 2009, 3:52am

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In the Kerkythea thread the problem came up as how to UV map

to get the woodgrain to follow an S shape for furniture and my

2 cents that i threw in here in this thread to if possible use a paint

program applies for that example too heres the exampled i made for the Kerky

forum...:)

(painted in 3d Coat a jewel for this kind of work !!;) )

I hate UV mapping most of all 3d work and I have Headus too !;)

Post by jamesmc // Apr 18, 2009, 4:17am

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I have 3D coat as well, it has a nice UV utility. Can't remember if it paints across seams though, which helps in some instances.

Hexagon's UV utility is not bad and is similar to Carrara7 pro.

Of course, Blender is free and has a nice UV utility.

Marking seams, having pins and relaxing features are minimum features for a UV utility to have imo.

Post by RAYMAN // Apr 18, 2009, 4:53am

RAYMAN
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I have 3D coat as well, it has a nice UV utility. Can't remember if it paints across seams though, which helps in some instances.


.


Yes it does it paints across seams ! It even paints across edges......

i made this in 5 minutes could do better if i had more time but you get the idea how the texture wraps around the object. something that would be very hard to get if you dont paint directly....:)
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