[Preview] Wrap-R Video #2

[Preview] Wrap-R Video #2

Postby Rich O Brien » Fri Mar 04, 2016 12:45 pm

Here's an update to where Wrap-R is at....



Direct .skp import/export.

Full SketchUp control scheme in Wrap-r (e.g. Middle Mouse Rotate, M to move, S to scale, Q to rotate etc..)

UV Layout export to .svg for external texture painting support.

UV shell flipping, pinning and unpinning

Enjoy the weekend!
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Re: [Preview] Wrap-R Video #2

Postby massimo » Fri Mar 04, 2016 1:14 pm

Rich, what are the big differences between this and the OBJ export/import feature of SketchUV plugin?
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Re: [Preview] Wrap-R Video #2

Postby Rich O Brien » Fri Mar 04, 2016 1:22 pm

SketchUV still means the user needs to learn an familiar environment to unwrap.

Wrap-R will be using the same controls, shortcuts and behaviour as SU.

Plus SketchUV doesn't unwrap. It maps by projection methods. Or it exports to OBJ where you then unwrap.

Users want a solution that behaves like SU and does things simpler.

Anyone that already is quite comfortable in a 3rd partly UV tool won't see much benefit. Anyone who can't quite get to grips why 3rd party tools do things different than SU will get benefits.

Horses for courses.
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Re: [Preview] Wrap-R Video #2

Postby faust07 » Fri Mar 04, 2016 1:31 pm

:thumb: that's the right way for us SU users! :thumb:
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Re: [Preview] Wrap-R Video #2

Postby massimo » Fri Mar 04, 2016 2:13 pm

Ok, I see. Thanks.
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Re: [Preview] Wrap-R Video #2

Postby Pixero » Fri Mar 04, 2016 3:04 pm

Looking good! :thumb:
Now I've started drooling again...

Will the shortcuts be the same as the user have set them to inside SU?
I don't use the standard keys.
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Re: [Preview] Wrap-R Video #2

Postby Rich O Brien » Fri Mar 04, 2016 3:31 pm

Shortcuts can be changed.
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Re: [Preview] Wrap-R Video #2

Postby Frederik » Fri Mar 04, 2016 3:49 pm

This looks better and better...!! :thumb:

And this awesome plugin is expected to be ready for release by...?!?

Excuse my ignorance, but that unwrapped texture map with the "funny" shapes, will it become available for use in applications like Allegorithmic - or is the purpose that user only need a normal square texture map to make amendments to the texture...?!?

I.e. how will I be able to add dirt to a map and know exactly where it will be on my model...?
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Re: [Preview] Wrap-R Video #2

Postby pilou » Fri Mar 04, 2016 3:51 pm

A tricky teasing! :)
With a frenzied music ! :mrgreen:
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Re: [Preview] Wrap-R Video #2

Postby JQL » Fri Mar 04, 2016 3:55 pm

Yup... this is great!

ETA?
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Re: [Preview] Wrap-R Video #2

Postby JQL » Fri Mar 04, 2016 4:00 pm

Frederik wrote:This looks better and better...!! :thumb:

And this awesome plugin is expected to be ready for release by...?!?

Excuse my ignorance, but that unwrapped texture map with the "funny" shapes, will it become available for use in applications like Allegorithmic - or is the purpose that user only need a normal square texture map to make amendments to the texture...?!?

I.e. how will I be able to add dirt to a map and know exactly where it will be on my model...?


Kim,

Once you have an unwrapped model, the rest is taken care of in Substance procedurally.

If you'll be using substance you'll have no problem with that.

Problem will be there only for people that Unwrap, paint their textures manually on an editor, and then change their models and have to reunwrap them. I don't know if there will be a way to make a model conform to the previous texture...

Blender does this. You move a vertex and it doesn't change the unwrapping, the texture fits to the triangle/quad no matter what happens to it. I don't know if this will be possible in SU, hence I keep asking for it.
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Re: [Preview] Wrap-R Video #2

Postby Rich O Brien » Fri Mar 04, 2016 4:01 pm

@fred

wrapr.gif


You can export your unwrap to svg and do whatever you want in your image editor.

If you export the model to .obj from Wrap-R you can then go to Substance Painter...

Image 2.png
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Re: [Preview] Wrap-R Video #2

Postby JQL » Fri Mar 04, 2016 4:06 pm

Rich O Brien wrote:If you export the model to .obj from Wrap-R you can then go to Substance Painter...


Then you simply create a material based on the textures exported from painter/designer.

In your case you can, of course, use Thea Converter and apply those materials directly in SU with the help of T4SU or thrupaint.
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Re: [Preview] Wrap-R Video #2

Postby JQL » Fri Mar 04, 2016 4:07 pm

JQL wrote:
Rich O Brien wrote:If you export the model to .obj from Wrap-R you can then go to Substance Painter...


Then you simply create a material based on the textures exported from painter/designer.

In your case you can, of course, use Thea Converter and apply those materials directly in SU with the help of T4SU or thrupaint.


@Rich,

Will we also be able to import textures directly into unwrapper or will we have to work with SU textures?
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Re: [Preview] Wrap-R Video #2

Postby Frederik » Fri Mar 04, 2016 4:16 pm

Rich O Brien wrote:You can export your unwrap to svg and do whatever you want in your image editor.

If you export the model to .obj from Wrap-R you can then go to Substance Painter...

This is EXCELLENT...!!! :mrgreen:

Thanks, Rich...!

And also thanks for your comments, João... :thumb:
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Re: [Preview] Wrap-R Video #2

Postby Rich O Brien » Fri Mar 04, 2016 4:38 pm

@jql

world is your oyster once you have a uv map.

without one you can't bake normals, ao etc...

texture import is vital but not from the outset. main purpose is to get this out as a minimum viable product and then let the users dictate it's dev.
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Re: [Preview] Wrap-R Video #2

Postby solo » Fri Mar 04, 2016 4:42 pm

This is so exciting, I cannot wait to try this.
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Re: [Preview] Wrap-R Video #2

Postby JQL » Fri Mar 04, 2016 4:48 pm

Rich O Brien wrote:@jql

world is your oyster once you have a uv map.

without one you can't bake normals, ao etc...

texture import is vital but not from the outset. main purpose is to get this out as a minimum viable product and then let the users dictate it's dev.


You're absolutelly right!

Also, my concerns are really not aiming at my current workflow as I'm using substance and as you say the only thing I need is an UV map and doing it with sketchup tools.

Basically, I need only what you have right now!

But I just cannot help pestering you, it's a way to feel involved already. Will it also be easy to select some edges and rotate them or edit them somehow so they get absolutelly vertical or horizontal?

That would help a lot in some architectural workflows and I cannot do it with blender (I know it's pbcac... don't shove that on me! :D)
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Re: [Preview] Wrap-R Video #2

Postby cmeed » Fri Mar 04, 2016 6:04 pm

looks amazing....
c
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Re: [Preview] Wrap-R Video #2

Postby Rich O Brien » Fri Mar 04, 2016 6:39 pm

"Will it also be easy to select some edges and rotate them or edit them somehow so they get absolutely vertical or horizontal?


Will it?

It can do it already ;)

Align to top,bottom, left and right. Pin points too. And Relax.
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Re: [Preview] Wrap-R Video #2

Postby JQL » Fri Mar 04, 2016 7:45 pm

I'm relaxed... will wait for it calmly now...
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Re: [Preview] Wrap-R Video #2

Postby Frederik » Sun Mar 06, 2016 10:09 am

I'm calm as well...
But I do want to see more of this... :)
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Re: [Preview] Wrap-R Video #2

Postby cmeed » Mon Mar 07, 2016 10:26 am

question on the video...
the shell of the car was mostly green. The areas around the lights were red while an area opposite was blue - This indicates the checker material is being squashed or stretched? red squashed blue stretched. So will WrapR be able to fix this?
how? - by moving the vertices around individually? I don't know much about UV mapping....
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Re: [Preview] Wrap-R Video #2

Postby cmeed » Mon Mar 07, 2016 10:29 am

Also - will we be able to get models into games engines?
a second UV channel was needed for Unreal for example.
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Re: [Preview] Wrap-R Video #2

Postby JQL » Mon Mar 07, 2016 10:35 am

I don't believe you need the second UV channel. At least I was able to export to UE without it... The only problem I faced was 64+ materials on my model. It doesn't handle so many and I also haven't managed to actually work inside UE as I hadn't the time to dable with it. ;)
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Re: [Preview] Wrap-R Video #2

Postby cmeed » Mon Mar 07, 2016 11:19 am

....actually i think the second UV channel is now created by default by UE if the model doesn't have one...I just remembered.
I ran into problems where some of my model would be fine in UE for a while then after a 'lighting' build everything went crazy - supposedly due to the lack of the second uv channel. anyway, like you, finding time to try and experiment is hard to find.
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Re: [Preview] Wrap-R Video #2

Postby kaas » Mon Mar 07, 2016 11:45 am

If you want to use lightmaps in Unreal, you need a second UV channel. If you want to use only dynamic lights, you don't.

Unreal can create a second UV channel from Sketchup's texture channel. It basically makes a copy of the texture UV's, and re-shuffles all the individual UV islands so they fit in a 0-1 space.
Most textures in SketchUp have UV coords outside that 0-1 space so Unreal takes a bit time for that.
Problem is though, this only works for simple geometry. For more complex or curved elements (furniture for instance) the UVs in SketchUp are not nicely stitched together but all loose islands and all over the place. This results in a large lightmap with all kinds of tiny little islands and lots of wasted space. These lightmaps take more time to calculate and never look really well - even at higher resolutions.

For those elements, make your own lightmap UVs in Blender is your best option.
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Re: [Preview] Wrap-R Video #2

Postby JQL » Mon Mar 07, 2016 12:04 pm

kaas, but if the original textures are UV unwrapped onto one of these organic models, the lighmap problem persists?

I mean if we have something unwrapped the second UV channel to lightmap convertion works well?
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Re: [Preview] Wrap-R Video #2

Postby kaas » Mon Mar 07, 2016 12:14 pm

JQL wrote:I mean if we have something unwrapped the second UV channel to lightmap convertion works well?

If you have nicely layout uvs (like in the image) AND the export to obj or fbx doesn't mess them up, I expect Unreal will most likely be able to re-use them easily.
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Re: [Preview] Wrap-R Video #2

Postby JQL » Mon Mar 07, 2016 12:33 pm

Nice... It's not such a big deal with hard face modelling right?
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