I'm interested to find out what different software the community is using for unwrapping there game models. I've only ever used UVlayout, but that's really only because it's the only one I know how to use, but I know there are a lot of alternatives out there such as Unfold3d, DeepUV, Roadkill, etc...
Which software do you use, and if you have used others, what makes yours the program of choice for yourself?
Replies
Roadkill usually gives me a pretty great unfold, and then I just relax it a bit with the interactive unfold tool. Throw in some planar projections, and things get done pretty easily.
As Eld mentioned in the other thread, you just can't beat mathematics when it comes to surfaces. Sometimes you'll want something illogical like straight lines or faces taking up more space than the back of a head, in which case I have straightening, pinning and proportional editing to fix that. In all other cases, I don't have much if anything to change after pressing the unwrap button.
One of these days I'm going to try adding seams while modeling, so that part of the UV'ing process is shoved forward and I won't have an hour-long boring UV session. I've done it a bit before, since because it usually requires no welding and is part of the modelign software, it's easy to see if you have enough geo to render a good normal map. Place seams, press unwrap, add texture, bake, see if it works.
headus uv layout and chug nut tools
same
At work, 3DS Max with Chuggnut's UV tools, renderJHS's TexTools and a custom script for aligning. And even then I struggle with it's incompetence.
I have to say I use 3dsmax tools more than UV Toolbox. Mostly because UV Toolbox can only be launched from:
"Main Menu > MaxScript > Run Script > Browse to Script > Open".
I end up closing it out when I'm not using it so I go to launch it only when I need it, the time it takes to launch it, eats up any time it saves. If it was a button or hotkey I'd use it more often.
just what he said