Hello Tech artists, i like the process of unwrapping models and a long time have passed since ive done a serious UV mapping so im wondering about its current state :
1 - is it still used extensively in CG industry ?
2 - ive seen that automation has grown in CG in the form of smart materials and denoising algorithms, will it make UV mapping fully automated ?
3 - Is the skills of UV mapping and Retopology still relevant in the industry ? or it has become something easily done by anyone in the team ?
4 - Will this part of Tech-art die soon and get replaced by new processes or its still going to be there for more years to come ?
Replies
so UV mapping will still be there for a while ?
Again, AI will be the key probably. Imagine a community system where 10000 volunteer artists feed an online AI with 1 million cleanly modelled or unwrapped meshes.....sit back and wait....
I've noticed a Blender branch with using the Slim UVs algorithm and it looks good, but most of my unwraps are hardsurface anyway.
Getting into specifics when you're doing something as half arsed as autopacking is largely a waste of time in my experience.. If you want perfect results you'll spend just as much time setting up unique parameters for individual assets as you would unwrapping the thing by hand in the first place and if you don't want perfect results you might as well just smash the auto-unwrap button and deal with the performance and visual consequences down the line.
I choose it over max for multi object unwraps and layouts even though maya is fundamentally a pile of unstable shit that has no right to cost what it does.
I'm still laughing at the idea of anyone thanking you for buying maya, I've always felt like they actively treat customers with utter comtempt
Not entirely sure feature wise about the Unfold flavours, but this is what I got:
Virtual Spaces caters to games, VFX and VR; and Real Space is targeting product design and laser texturing.