UVLayout: https://www.uvlayout.com/
The interface looks hideous, at least color-wise, but the app itself works like a charm and makes UV-ing very efficient and (almost) fun for me.
UVLayout: https://www.uvlayout.com/
The interface looks hideous, at least color-wise, but the app itself works like a charm and makes UV-ing very efficient and (almost) fun for me.
+1 for UVLayout. Very efficient for hardsurface and organic UVs
It gives you a 80s feeling with its keybord-shortcut-only interface.
Turn on the knight-rider intro music and feel like the Hoff!
+1 Headus UVlayout
Unwrapping and organising is really easy for hard surface stuff that I do. I just do not like the packing algorithim and usually end packing by hand after the prog does it's best shot at it.
+1 Headus UVlayout
Unwrapping and organising is really easy for hard surface stuff that I do. I just do not like the packing algorithim and usually end packing by hand after the prog does it's best shot at it.
What do you do after you finish uwrapping in Headus? I want to do the exact same thing (unwrap in headus, pack in max) but I run into some issues. I usually re-import the OBJ in max and apply the Unwrap modifier but it doesnt save the UV's from Headus?
What do you do after you finish uwrapping in Headus? I want to do the exact same thing (unwrap in headus, pack in max) but I run into some issues. I usually re-import the OBJ in max and apply the Unwrap modifier but it doesnt save the UV's from Headus?
I import the obj file into Headus and make my cuts and then let the program pack it the best that it can. If I try to keep peices together using a box, the progrmna never fully uses the texture sheet as much as it should, total failure.
So I let the prog pack everything best it can and then I seperate them by polygon groups and box, ( it is at the botttom of the program list on the left option).
( my objs can contain 50-100 peices or more easily. painful)
And then I pack everything pack into the 1X1 square. If there are any rough peices I will run the unwrap by face angle back in 3DS Max.
Even if your cut peices are outside the 1X1, you should be able to save the obj and import back into Max and it keeps your uv's.
The problem you might be having is your not making sure that your cut pieces are "optimised" for your texture size ie 2048,4092 etc. When I let the prog pack it with the edge padding and then bring into 3ds max I dont have that issue.
There is a script on scriptspot that sends the model back and forth between max and headus but for me it never saves the smoothing groups. It might be becuase I use max 2014 and it probably works for lower versions idk.
Make sure on obj import back into Max that you tick the texture coordinates option, if you dont you wont get any uv's on import when you saved the file in headus.
Replies
Couldn't live without it.
The interface looks hideous, at least color-wise, but the app itself works like a charm and makes UV-ing very efficient and (almost) fun for me.
But generally Modo with a bunch of custom plugins.
It gives you a 80s feeling with its keybord-shortcut-only interface.
Turn on the knight-rider intro music and feel like the Hoff!
Unwrapping and organising is really easy for hard surface stuff that I do. I just do not like the packing algorithim and usually end packing by hand after the prog does it's best shot at it.
Ah, nvm. I recall that this option is by default in unwrap options. I was too attached to shortcut in previous unwrapping plugin.
What do you do after you finish uwrapping in Headus? I want to do the exact same thing (unwrap in headus, pack in max) but I run into some issues. I usually re-import the OBJ in max and apply the Unwrap modifier but it doesnt save the UV's from Headus?
https://cgcookiemarkets.com/blender/all-products/uv-squares/
I import the obj file into Headus and make my cuts and then let the program pack it the best that it can. If I try to keep peices together using a box, the progrmna never fully uses the texture sheet as much as it should, total failure.
So I let the prog pack everything best it can and then I seperate them by polygon groups and box, ( it is at the botttom of the program list on the left option).
( my objs can contain 50-100 peices or more easily. painful)
And then I pack everything pack into the 1X1 square. If there are any rough peices I will run the unwrap by face angle back in 3DS Max.
Even if your cut peices are outside the 1X1, you should be able to save the obj and import back into Max and it keeps your uv's.
The problem you might be having is your not making sure that your cut pieces are "optimised" for your texture size ie 2048,4092 etc. When I let the prog pack it with the edge padding and then bring into 3ds max I dont have that issue.
There is a script on scriptspot that sends the model back and forth between max and headus but for me it never saves the smoothing groups. It might be becuase I use max 2014 and it probably works for lower versions idk.
Make sure on obj import back into Max that you tick the texture coordinates option, if you dont you wont get any uv's on import when you saved the file in headus.