Hi there,
I've been doing some 3d rocks lately and find myself unwrapping inside 3dsmax 2017 most of the time. I've heard people use Headus UVLayout, but haven't personally tried it out. Since i do rocks in ZBrush, i've also experimented with unwrapping there, but find it a bit difficult to do consistently, especially if i want to super optimize UV space. So asking out here to all you talented more gifted, and certainly more experienced than me... what app do you prefer to do uv unwrapping in? and why?
Btw. if there's already a thread about it somewhere, please link to it... i wasn't able to find it.
Replies
Regarding packing and optimal use of uv space.. If i make enough islands to allow filling most area, does that also help getting best texture resolution?
My unwrap workflow for the last few years has been a combo of 3dsmax/Headus/Zbrush(seamless switching with bridging tools so it's like having all 3 sets of tools available in 1 package, essentially. Using all/none/or some tools from whichever toolset makes for ultimate flexibility.
But Max's unwrap tools have gotten a lot better in recent releases so I use less of Headus.(I still always use Headus to check distortion Zbrush can be very useful for certain assets, and its relax algoritmn is one of the best. Zbrush UVMaster is very useful for certain assets - your rock examples being one.
With Max I also use the Polyunwrapper tools and Miauu's EasyPeel script. both have been indispensible. Although Max2017 has finally given us better much better selection options, Easypeel allows editable poly selections - which if you know how the selections behaved in unwrap mod pre-2017 then you will know how powerful that is.
Max 2017 got a big update to its unwrap tools but is still a bit too buggy for me to leave 2016.
"Like that scale button they show in the demo video, which made all checkerpatters the same resolution." You mean like the rescale Elements button that's in the unwrap mod by default?
And yes, Headus UI does look like a Commodore 64 Football Management game but it is indeed actively updated, V2.9 was released a while back. If you ask a lot of industry pros what unwrap tools they use chances are Headus will get a mention.
Red and blue are visual indicators of tension/stretching in the UVs, which is what causes distortion. Don't worry too much or overwhelm yourself about the terminology too much. Just keep studying and it'll be like your native tongue soon enough.
Anisotropy is an effect caused by light reflecting off a surface that at a microscopic level, caused by bumps, causes the reflection to repeat on every bump and the result is a long or stretched pattern of those reflections. Classic examples are brushed metal or hair.
"Like that scale button they show in the demo video, which made all checkerpatters the same resolution." You mean like the rescale Elements button that's in the unwrap mod by default?
This one i mean.. looks super handy, while i don't know excactly what it does or why it is important, i have a feeling it's very usefull.
These buttons scale all uv shells proportionally so that they will all receive equal pixel information from textures.
back in the day when I was still using Max, i would use textools.
Imo Headus UV layout has horrendous looking UI, but quite powerful.
If texturing in 3d it doesn't really matter too much if you don't hide them as you can paint them out or use triplanar texturing depending on what you're doing. I worry more about efficient packing and reducing distortion moreso than seam placement. For your rock example you can place them in areas that will result in bigger planar chunks of faces as these will relax better and will require fewer sub-seams to reduce distortion.
There is a modifier in 3ds max called MapScaler that does this as well.