I personally find unwrapping in 3DS Max to be finicky, and I have seen people who've been doing this for longer than me share similar sentiments, some describing it as "outdated."
I think I remember hearing that professional VFX and Game Artists in the studios use 3rd party plug-ins for more efficient unwrapping.
Is this true, and if so, what are some plug-ins used in the industry?
I'm trying to make myself more employable, but I find unwrapping in Blender a much more pleasant experience and have to urge to just unwrap it there, but I imagine that's not an option at most studios. So any plug-in recommendations for 3DS Max and Maya would be appreciated.
Thanks.
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That being said:
Unwrapping is an art imo. There are often multiple ways of unwrapping a model which are technically "the same" but can make a huge difference when working with the model - depending on what you want to do.
E.g. sometimes you want straighter lines and have to accept more stretching for it
or sometimes you prefer an somehow organized layout which is not perfectly using all available space.
Just saying..
I certainly hate unwrapping.. but I also love it!
In fact I am doing a project now with 3DS Max and I'm getting results, I understand the process and tools. I just personally find some other software to be less tedious, easier to get the result I want, but still feel I have plenty of control.
I wasted tons of time searching for tools and bending the pipeline. Its also the Artists that has to improve.
Can you give some example of pain points that you're running into? Maybe in another thread so as not to derail this one...
When you take on 3rd party plug-ins you have to be very careful if they start to form a critical part of your workflow. They might fall out of date and the author might halt development. They might cause bugs or crashes and they might be doing something you could already do but just where not aware.
I'm not saying 3dsmax unwrapping is perfect, I have a list I would like them to address, but when I look at what slows me down or even annoys me, it's not that high on the list.
In Maya, I have a few more gripes but then it also cancels out a few that I have in max so it's kind of a wash. I can roughly do the same stuff in both apps, they just have different friction points but none of it is all that bothersome.
I've done this for years and have improved loads, so I completely agree. I just wasn't sure if it was common place these days for professionals in studios to use plugins or extra tools after already being competent for years with the core tools.
Admittedly I did spend the first couple of years wasting time trying to bend the pipeline too.
If you learn to UV properly by hand the fancy tools will help you get good results faster.
If you don't learn to UV properly by hand the fancy tools will help you get shit results faster