#Unwrella free manual#
It is the first tool of this kind on the market, allowing the unwrapping of 3d models to be done with a single mouse click while simultaneously providing optimal results that combine the minimized texture stretching of automated unwrapping techniques with the efficient space utilization and chunk distribution of UV space that is achieved with manual pelt wrapping methods. Product overview Unwrella was developed for the high demands of graphics designers in real world production environments and provides a fast, simple and reliable unwrapping solution. The resulting maps are optimized for texture baking, featuring a uniform distribution of pixels over the objects surface and reduce the visibility of texture seams to a minimum. With a single mouse click artists can now unfold low and high-poly objects and produce UV Maps with optimal UV space utilization. It is designed to allow 3D artists to easily deal with large numbers of objects that need to be unwrapped. Unwrella is a fast and effective texture map unwrapper. So, who ever is interested to speed up the processes, here - take it But at least it does the work in 10 seconds for you ) I have posted here below some things you may take a look at, download, play around.ĭespite the fact it is designed as a single click solution, it demands for, as everything in our life, a bit practicing and tidy work. I will skip now the whole research theory and work we did in the last year. And this cause - ugly visible seams in the realtime viewers and games. This makes the maps, especially normal maps on some areas more blurry then on other.
Some pixels become longer, pixel fields are denser under the arm then on the belly and so on. And the characters are only 0,1% of a project, the rest are objects, more stupid objects and levels.ģ) Unwrapping manually causes pixel stretching inevitably.
In current crisis situation this can't be paid anymore. I have seen artists sitting a whole day on one model. If you do it right, you need at least 20 minutes for the whole character.
Creative work is before and after this process.Ģ) Pelting by hand takes long time. It makes fun first 10-20 times, but who ever works with it since 8 years every day regards it as terror. It is annoying manual work, stealing time and money. videos below) Working a lot as CG Art Director for many games and 3d projects in the last years, and fighting with all those UV difficulties, i thought it is time to do something to eliminate at least few everyday problems:ġ) Unwrapping (unfolding, pelting etc) is not a creative work. I hope I can bring here some light with few explanations and tutorials (s. I see here many users ask rudimetary or advanced questions about UVs. However, this time i wanted to post not images and artworks but tool for creating them (I hope i am not spamming now). It me again, i was for a long time away (and somehow killed my old cgtalk account, since i have lost pass and user name)…