If IPackThat can recognise which UV shells belong to which elements of a 3D mesh then it could scale entire elements, as opposed to individual shells - this would prevent normal map seams (I think I suggested having the software detect elements and having a feature that auto-groups UV shells per element too) Again thanks…
Aspect ratios are on my backlog. Only added 1:2 so far. Will try to do that within the early access time. The scale feature is part of the mark shells as fittings epic feature. Those ones I will try to add after early access. The scale lock I can add to backlog. But this means those elements will keep their size. If other…
Nice to see it's almost ready to use. :) Does the latest version have a feature which will automatically create UV Groups out of individual elements within an object? Cheers!
After the last update i can't open fbx files in max2014 or blender 2.75 or above. In max 2017 can i import but the mesh is splited in elements. :/ Is it possible to revert the ipack version on steam?
Hey, this looks really cool. I haven't had time to try it out but want to make some time to do so soon. I'm curious about a couple things (sorry if these have been answered already, I haven't read the whole thread): 1. I typically don't want my islands rotated at random degrees, this is really important for mechanical hard…
* select the elements and right click for context menu -> merge clusters* there is a problem with generating outlines and the holes. if the containing uv islands cant connect the new outline broder it will produce bad merge. the inner clusters are treated as holes instead of islands. currently try to solve this bug *…
don`t get me wrong this is great software, its by far the best when it comes to userinput. the testcase i was talking about is this one ( not the best manual pack either and the padding isn`t as consistent as it should be) the right result is a pack i got after having it run for 5 hours (accidentally left it running) i`m…
Probably this has been asked, but can certain elements or islands be pinned for position and rotation? Say for example you have partly textured an object that will have typography on it, or if you intend to use certain image content that matches existing UVs you've done, and you want to preserve those parts, then pack…
some minor fixes and requests * fixed crash with obj files * fixed crash while packing ( resulted in dead lock without doing anything, thanks Kyle Bromley for submitting me a perfect mesh to debug :) ) * added second status bar text to show intermediate packing updates * removed start packing button from packing options…
Ok, i see the problem. Try to set the height ratio to 2 and press apply resolution. This will bring the workarea to 1:2 ratio. Now try to set only 2 groups. I think it will sort it out due the fact that one shell will rule the image size (the very large one). Can't tell for sure without debugging the packing with the data.…