Hey Polycount Community! I’d like to introduce UV-Remap – a tool that allows you to edit the UVs of already textured 3D models. This is perfect for merging models with different UV maps and texture sets, or for freeing up space on UV maps to add geometry. Check out this 20-second video for a quick overview of UV-Remap.…
Thank you for your feedback. I have implemented much of it so far and UV-Remap now has the new features:- Texture Padding/Dilation- Mixed Texture Aspect Ratios- Better UI- Darkmode
The beta shows good potential. I think pior meant to let the user import an identical mesh to copy its UV layouts and replace the already loaded UV layout inside UV-Remap. Right now users have to import everything back into a texturing software to rebuild dilation/padding.* If an option for dilation/padding (extending the…
This is pretty cool!Any plans of a Linux version? Can it repack automatically, so I feed it multiple models and it merges all of the textures into a single map?
Congrats on the tool, reading the title made me think, rearrange-able already baked textures/maps and u.v.'s and reorganizing those somehow, which is the dream for me. (probably impossible, ignore post, tbh just wanted to mention that.)
It would be interesting to see how notably the new textures change from the remap. The examples shown get a bit more blurry, but they also seem to have been scaled down as a result of the combination. A pure rearrangement would help to identify changes (if any) better. A no-save demo is a great idea. A lossless / pixel…
That's really cool, as being able to edit things non-linearly that way is a real superpower. This reminds me a bit of how FAOGen is still useful after all these years. As far as I am concerned I am satisfied with doing UV rearrangement/combining using the default Blender baking tool since it does UV channel transfer very…
One more idea, albeit probably not worth the time and effort, would be a topology agnostic transfer mode. Basically something that can repeat the same UV manipulations done with one model for a changed variant of it, assuming the islands are at least roughly in the same spots.
Good idea! Definitely solves some problems we face. But for such a niche tool thats doing a very specific thing, i would prefer it for it to be an addon for my dcc software rather than a standalone tool. Do you have any plans on that?