Hello Polycount,
I noticed the amount of time I put into UV Mapping my 3D models (Max). I am really bothered with such an manual activity in an automated digital world that we (should) live in.
So me and a friend were wondering if we could make this world a better place and work on a automation tool for UV Mapping.
While researching I found some tools dedicated to unwrapping 3D models, but I havent tried any.
First of all, I wanted to get some opinion from you on these questions:
To what extent would you describe the UV Mapping process as automated?
Is the majority of artists using the native unwrapping tools, plugins or software dedicated only to this task?
How necessary will UV Unwrapping be in the future or will it be automated completely?
Is "Automated Unwrapping" a USP that could make this idea a vital concept for a standalone product?
Replies
Definitely, especially if a one click seamless round trip between the UV-app and most common DCC software is available.
The current crop of auto-unwrappers all tend to create lots of tiny islands, which pack poorly, and LOD horribly.
It seems to me this is an area of research that would be ripe for machine learning or artificial intelligence.
Then I can just drop each polygon island in Headus UV and run "flatten" on each piece. So maybe in certain cases automation could be possible. You could at least automate the part where you hit "F" on everything
Back then Max didn't even have an unwrap modifier and you had to make a face selection and stack shit loads of uvw mapping modifiers(one for every island) and mesh select mods using planar or cylindrical or whatever. Was a total nightmare in retrospect.
The major packages all have decent tools now so with experience, the process shouldn't be a chore.
Auto unwrappers are fairly mature now and will produce reasonable results very quickly but all fundamentally fail at perceptual interpretation of the mesh.
It'll get solved, it just hasn't been.
With current tech...
If you are short on time and have resources to spare then auto unwrappers can produce good results
If you value efficiency and quality then you need to take the time to plan and create uvs yourself.
Most game production will require that you manually uv most assets.
@Eric Chadwick - Seam generation would be a great start indeed. On hard edges the algorithm could easily detect good or necessary seams. But where seams are okay to be visible and where they shouldnt be is something alot more difficult to calculate...
Next semester we will have a course including 3D meshes (mathhh), procedural mesh generation and some more interesting stuff in OpenGL. I am very excited for that course!
It's a really tricky subject..