Hello guys !! Does anybody know or could suggest me the best UV unwrapping software on the scene?? I am using maya and doing uv inside of it but I have heard around that maya-s uvs unwrapping system is not that awesome... Any feedback would be much appreciated thx
cheers
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How many hours unwrapping in Maya would you estimate that you've done since you began using the program?
https://youtu.be/zRaKwaQ9JAw
Interestingly, Unfold3D has been re-released as V10 after a beta and it actually features some of the hotkeys from UVL: C/cut W/weld; and the hover/hotkey method.
https://www.youtube.com/watch?v=z2QvajdFHes
Unfold3D name stays with old publisher.
And latest exe is also renamed to rizomuv.exe.
Btw I'm studying on my own this UV mapping thing and I have checked around for a few days now... in order to get more info regarding this matter. The names that appear most often are:
Unfold 3d (which u mentioned)
and this Headus UV layout (mentioned as well)
There are tons of people out there using different uv layout softwares and it appears that all these packages do basically the same thing probably some are faster than others regarding hotkeys workflow but at the end the result does not change that much (imo).
I'm still a nab in uvs.. that's why I dunno which one I should relay on.. So far I have used maya a lot for modelling but now I really really really want to kill this UV thing and stop doing just unfold - layout - unfold - layout untill the shell gets les shitty than it was before without really grasping the true essence of this uv unwrapping art. I really want to learn how to do badasss layout now but I need to know which app is better for me...
So a guy in another discussion here in Polycount says that Unfold 3d is great for Organic mashes while Headus is better for hardsurface models... Is this true?
I'm following a tutorial from the gnomon workshop at the moment and there is this guy who is working with the maya uvs editor and it looks cool as the others I mean he's doing a good job... However, after a few lessons he switch to Headus and begins explaining the workflow with it so here's the part I do not understand.. If he's doing alright with maya why he switched.. I mean this is the point that makes me believe theres a reason why he's using both.. Probably headus has some key features that the maya editor hasn't.. So now what should I do? should I learn how to do it properly in maya and then eventually learn another one?
Thx cheers
Unfortunately because maya is utterly shit at handling polygon data you still wreck you unwrap if you breathe in the wrong direction.
Max has better seam based flattening, it's significantly more robust with regard to editing the mesh after uvs and is generally a more powerful solution. It's a bit clunky in some respects (align functions are weak etc) and the autopacking is shit.
Ive never liked exporting to a separate app for uvs because it means you can't slice the mesh up as you map it. Which you'll do a lot if you're being efficient
I don't understand, why someone comes up with a really cool tool and then doesn't provide proper training material - this guy would sell twice as many licenses
That doesn't mean the results are up to production standards (they generally aren't) but if you don't have the need/time/will to do the job properly (Eg for lightmap uvs on hundreds of props) there's a definite use case for stuff like rizomUV
http://renderhjs.net/textools/blender/
http://renderhjs.net/textools/3dsMax.html
But for Maya, haven't the foggiest...
The underlying code is the same - I've read it..
Nothing that would lose you work but usually requiring a restart of maya