problem with that tech speed maker is that the trees have no uvlayout , I tried and it has a messed up uvmapping and as I see would be more timeconsuming to make uvs for all the branches than using the splines I guess...
UV tools will need work from what I've seen of them. It's great that you can define seams and unwrap, but most of us need more than that. I'm content to send my stuff out to UVLayout and back.
Max: Polygon Modeling with a stack.. awesome! Silo: Super fast, easy and direct. Everything just feels right Uvlayout: does an hours work in max in about 10 minutes mightyPea: totally. all those fecking triangles are a killer.
Going to give this a try. I've been using the beta of Headus UVlayout, which is very cool. The asking price for the final product is way too high in my opinion though, so if this is a good replacement then Headus will have stuffed themselves.
Renderhjs integrated roadkill into the latest build of TexTools. Uvlayout also does a very decent job of auto unwrapping stuff. its not bullet proof but its one hell of a time saver Quick Demo: http://screencast.com/t/NzllNDZmOT
Im new to unwrapping and was looking for advice on how i could unwrap this in 3dsmax. Not the basics but general theory on were to cut the seams and to use cylindrical or planar, ect in 3DSMAX 9. I tried using UVLayout but it seems more suited to organix meshes. Thanks! -Buddikaman-
Thanks Bardler. I will study the video u have posted. For now i have created the UVs with HeadUs UVLayout. Fast workflow :) But i think i have to do the cut elsewhere, where the cut is not visible, maybe downside the handle.
In addition to the modeling apps, take some time to learn at least the basics of Mudbox or ZBrush, and Photoshop, maybe UVLayout, Topogun.... Fact is, if you hear about a program more than a few times in the course of browsing the interstates at least give it a cursory glance.
renderhjs: Good post. I'm just starting to test UVLayout, atleast the video material on their site looks very promising. I'm 3dsMax and Maya user and their uv-tools has made me think that there must be better/more efficient ways of doing these things.
yeah and other than that there are some nice external tools out there that require you to export the object each time as OBJ.* Headus UVlayout is a very professional and nice tool * Roadkill UV is a free one that has the same core mechanic as headus but way a different league