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UV Master OwO!!!!

#1 User is offline   daukun 

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Post icon  Posted 25 February 2010 - 07:14 PM

http://www.zbrushcentral.com/showthread.php?t=082643

I'm speechless blink.gif I'll try it when I get time smile.gif
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#2 User is offline   Ace-Angel 

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Posted 25 February 2010 - 09:38 PM

Yep, it works well. Not perfect, and they could have given us more control, but its very robust and simple to use.
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#3 User is offline   Tesumi 

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Posted 26 February 2010 - 01:44 AM

Wow! For its speed and ease of use i'll probably use it to UV even non-zbrush models.
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#4 User is offline   Xero 

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Posted 26 February 2010 - 02:37 AM

I'd hit that for sure. unsure.gif
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#5 User is offline   s0id3 

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Posted 26 February 2010 - 05:54 PM

This plug-in blew my mind away. It makes my workflow so much faster and more efficient. Now I dont have to unwrap in my base model in max, just sculpt away insta UV, poly paint. Make low poly(properly unwrap that in max) and bake my maps.
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#6 User is offline   YoL8R 

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Posted 26 February 2010 - 06:18 PM

Well. Looks decent, but it might lack the possibilities to detail those UVs. Think of manipulating vertex data after uv map has been unfolded. Also hard edge models would still be hard to do by that technique i guess. So it's still not the one and only solution.
"Nothing is so negative, that good cannot come from it"
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#7 User is offline   s0id3 

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Posted 26 February 2010 - 08:24 PM

It's not meant to be the ultimate unwrap button. It's made so you can just import a mesh like a box sculpt it up. Retopo so it has better flow, then you use uv master to make way better uv's that AUVT tiles so you can get a much better polypaint. Then from there you make a low poly with proper unwraps and export the high poly texture as a base to bake onto the low poly.
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#8 User is offline   pixellegolas 

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Posted 27 February 2010 - 11:28 AM

saw a new tool for max too:

http://cgpersia.com/2010/02/unwrella-v2-03...lugin-4998.html




He will kill u all!
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#9 User is offline   Ace-Angel 

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Posted 27 February 2010 - 12:17 PM

Yep, I use Unwrella too for outside models and low-polies.
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#10 User is offline   squall789 

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Posted 27 February 2010 - 01:50 PM

QUOTE (s0id3 @ Feb 26 2010, 08:24 PM) <{POST_SNAPBACK}>
It's not meant to be the ultimate unwrap button. It's made so you can just import a mesh like a box sculpt it up. Retopo so it has better flow, then you use uv master to make way better uv's that AUVT tiles so you can get a much better polypaint. Then from there you make a low poly with proper unwraps and export the high poly texture as a base to bake onto the low poly.


But you can Already do this with Normal maps and with Diffuse maps (though this is only with Xnormal), but there is a tutorial on it, Which i can get if anyones interested, Its on the EAT3D website I think.

This tools pretty cool, but it takes the skill out of unwrapping, I can unwrap well, and i ttook a while to learn how to do it propperly, of course some objects still take me longer.
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#11 User is offline   Ace-Angel 

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Posted 27 February 2010 - 06:19 PM

You mean the Zbrush to Xnormal free tutorial? Which teaches pretty much how to bake everything you need in one fell swoop.
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#12 User is offline   squall789 

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Posted 27 February 2010 - 07:23 PM

Yeah Pretty much actually.
Its pretty good honestly, I never knew you could bake propperly if the UV maps are the same...turns out you just have to click BASEMAP in the import settings for the high poly (I cant remember right now...I always just UV before I go into Zbrush).
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#13 User is offline   Ace-Angel 

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Posted 27 February 2010 - 07:46 PM

Yeah, the video is pretty neat, nothing to add, although I found it funny when the guy 'complained' about too many settings for per baking option.
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