I have updated the script to version 1.01. -Now I check unfold3d version. If unfold3d is not installed, it uses legacy version. - If for some reasons you don't want to use auto UVs, I also added a auto Unfold UVs radio button on/off above the zbrush export button.
No script necessary, the UV Layout tool works pretty well. Copy your diffuse/UV set 0 into a new UV set, and run Layout. I love the new Unfold3d unfold algorithm, but you can always switch back to the legacy version in the Unfold tool settings.
EZ all, I've started using Max again over the last couple of days because I've had some time on my hands finally. I haven't forgotten TOO much, but I just have a quick question about the "unfold" feature of the Unwrap UVW modifier. Usually the command works just as expected (if I can picture the UV's unfolding in my head,…
I use Maya,Zbrush,or Unfold 3d.Depends on the object. Sometimes using maya while hotboxing in the uv editor is the fastest. on more complicated geo,and when i dont have a lot of time i grab unfold 3d(amazing application for pelt mapping btw)so im in full control of my seams very fast,or zbrush plug. Sometimes to speed…
What tools do you think Maya needs to improve for UVmapping? Their forum is quite responsive and we are in good cumincation with Autodesk Soho so I could point them to this thread to help give it some validationation. Maya needs better... 1, Packing tools (need to be able to controll the different size boundaries) 2,…
Hi, Here is the article I wrote on how to make better use of Unfold UV in Maya. I think Unfold UV is under credited and with little help from the script by Tylney Taylor, it really becomes useful. Unfold UV in Maya I hope some people find this helpful, if not just ignore it.
Wow! Looking at how you are doing this it looks sooo simple! Thanks a lot for showing the process as well! When I tested unwrapping, what I did is first i did Planar Uv's, then I auto-cut it, then unfolded it with Unfold3D and then with Legacy unfold just to make sure it unwrapped better both horizontally and vertically.…
Just guessing, since I haven't used Unfold3D outside of Maya. Did you export the geometry from Modo with the vertex normal map applied? This looks like a shading issue whereby all the vertices are told to point in the same direction. Try applying one of the actions from the vertex normal kit/game tools in Modo, hopefully…