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UV-Remap: A New Tool for Rearranging the UVs of Textured Models

Hey Polycount Community!

I’d like to introduce UV-Remap – a tool that allows you to edit the UVs of already textured 3D models. This is perfect for merging models with different UV maps and texture sets, or for freeing up space on UV maps to add geometry. Check out this 20-second video for a quick overview of UV-Remap.

Screenshot of multiple textures and UV maps merged into a single square in UV-Remap:


Price: The Beta of UV-Remap is available for just $19.99!

Features:

✅ Edit UVs without retexturing
✅ Merge multiple texture sets
✅ Free up space on UV maps
✅ Tangent-space normal map support
✅ Simple and intuitive interface

Here are some detailed tutorials on how to use UV-Remap:

For more information, check out the FAQ section.

I’d love to hear your feedback! If you encounter any bugs, feel free to report them here or via the contact page. I will address any issues as quickly as possible!

Replies

  • armagon
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    armagon polycounter lvl 13
    This is pretty cool!
    Any plans of a Linux version? Can it repack automatically, so I feed it multiple models and it merges all of the textures into a single map?
  • pior
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    pior grand marshal polycounter
    That's really cool, as being able to edit things non-linearly that way is a real superpower. This reminds me a bit of how FAOGen is still useful after all these years.

    As far as I am concerned I am satisfied with doing UV rearrangement/combining using the default Blender baking tool since it does UV channel transfer very well and doesn't require any export/reimport, but this process is limited it to one map/texture transfer at a time. I love that your tool is doing all maps at the same time, which could make a big difference for complex projects, like combining a whole bunch of props or character gear.

    A few questions and remarks :

    - I think some users might want to arrange the final combined layout beforehand, using their preferred UV authoring tool. Therefore it would be great to be able to import the final desired mesh (or meshes). But perhaps in practice it is actually just fine the way it is - I suppose this all depends on how extensively one wants to rework the UVs.

    - Having the option to export the result either as two objects or as one combined object could be useful. Definitely not necessary though since one can always do such edits manually. But perhaps there could be an option to dictate wether the FBX exporter should fully combine the meshes, or keep them as two separate model entities.

    - A no-save demo could be interesting.

    I hope you'll find an audience for it, as this seems very well made and has potential.
  • iam717
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    iam717 interpolator
    Congrats on the tool, reading the title made me think, rearrange-able already baked textures/maps and u.v.'s and reorganizing those somehow, which is the dream for me. (probably impossible, ignore post, tbh just wanted to mention that.)
  • Noren
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    Noren polycounter lvl 20
    It would be interesting to see how notably the new textures change from the remap. The examples shown get a bit more blurry, but they also seem to have been scaled down as a result of the combination. A pure rearrangement would help to identify changes (if any) better. A no-save demo is a great idea.

    A lossless / pixel perfect mode might be interesting for smaller resolutions. Restrict movement to pixel increments and 90 degree rotations and translate the pixels without any filtering (or at least what I as a layman would consider filtering).
  • pior
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    pior grand marshal polycounter
    @iam717 What you describe is perfectly possible - that's what this specialized tool does, and Blender can do it too.
  • SillyJoe
    Thanks to everyone for the detailed feedback.
    In the meantime, I have implemented a configurable checkerboard for the background:


    Regarding your comments, I have the following answers:
    armagon said:
    This is pretty cool!
    Any plans of a Linux version? Can it repack automatically, so I feed it multiple models and it merges all of the textures into a single map?
    A Linux version is in progress!
    pior said:
    - I think some users might want to arrange the final combined layout beforehand, using their preferred UV authoring tool. Therefore it would be great to be able to import the final desired mesh (or meshes). But perhaps in practice it is actually just fine the way it is - I suppose this all depends on how extensively one wants to rework the UVs.
    A very interesting idea, but UV-Remap only transforms uv islands and can not perform individual vertex manipulations. At the moment, I can't say how it would have to be handled when another software provides non-affine transformations.
    pior said:
    - Having the option to export the result either as two objects or as one combined object could be useful. Definitely not necessary though since one can always do such edits manually. But perhaps there could be an option to dictate wether the FBX exporter should fully combine the meshes, or keep them as two separate model entities.
    This is already possible, exactly as you describe it.
    Noren said:
    It would be interesting to see how notably the new textures change from the remap. The examples shown get a bit more blurry, but they also seem to have been scaled down as a result of the combination. A pure rearrangement would help to identify changes (if any) better.
    I have done a lot of tests and of course you can notice differences if you observe closely, but the results are always good. You can freely determine the output resolution, which can also counteract scaling problems.
    Noren said:
    A lossless / pixel perfect mode might be interesting for smaller resolutions. Restrict movement to pixel increments and 90 degree rotations and translate the pixels without any filtering (or at least what I as a layman would consider filtering).
    Very good ideas that I have already considered. Rotating in 90 degree increments is already possible.

    Thanks again everyone, I will definitely include your feedback in the next updates.
    I'm currently working on automatic packing because that's what has been requested the most so far.
    I will also record a no-save demo.
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