I don't know if this has been dicussed before, please feel free to give me a slap if it has.
I was watching the video tuts on the discreet website;
http://www4.discreet.com/3dsmax/3dsmax.php?id=399
and in the second vid she unwraps the uvs of a model using the cloth modifier, simply pulling out where she wants the uvs to lie. My jaw dropped, it seems so cool and easy. Has anyone else tried it? Ive had a go at a few tests and it seems to work fine and its actually fun.. its the first time I've ever used that word about unwrapping uvs
edit; man using this thing on a medium poly model totally chuggs my pc, but its too tantalising to give up hope
Replies
Digital Domain has a similar technique using Maya and the springs thingy, (soft body deformers I think) Pretty impressive results, but again, we've had only inconsistent results, and it seems more applicable to high res meshes over lower res meshes, so I haven't devoted a lot of energy to the technique.
But I do agree with you, seeing it in action is VERY cool.
Actually, I might talk to Brian about getting some handy free plugins like that installed on the Abertay 3dsmax PC's... although I dunno if it's worth it, it takes like 5 minutes to start it up anyway - and they don't save damn user preferences! So essentially I can't model at any sort of decent speed in the classroom without my keyboard shortcuts... heh.
MoP
And since my flat is only 5 minutes' walk from the university building, I might as well just go home and model on my own PC while listening to music, rather than wrestling with the slow and unforgiving school computers
Its pretty easy to set up, but to save time we had a script that simply detached the selected edges and pushed them slightly so they came a free a little first.
You need a ground plane to work with and you need to set the cloth so that its got a high friction (to stop it sliding on the floor), make it fairly stiff with intersecting edges off and voila.
Its fun to play with, but I still use mesh editing to do my unwrapping.