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580485 No.580485 [Reply] [Original]

Thoughts on this program? I fucking hate UV's.

>> No.580487

>>580485
It used to be #1 but now Maya 2018s UV editor surpassed it.

>> No.580488

>>580487
Huh, did they change something from 2017?

>> No.580489

>>580488
Yes, watch the video on My Oh Maya youtube channel

>> No.580513

kek, anyone hating UVs must be really bad at it
I mean, its not super fun, but its not a hassle either

>> No.580523

>>580513
>anyone hating UVs must be really bad at it

We got fucking sherlock holmes over here

>> No.580551
File: 902 KB, 1300x1733, 1491065164830.jpg [View same] [iqdb] [saucenao] [google]
580551

>mark some logically seeming edges as seams
>click "uv unwrap"
>done

WHOA, THAT WAS HARD.
Why do people cry about unwrapping so much? I find retopo more of an annoyance.

>> No.580553

>>580551
>Doing retopo when Zremesher with 10 guide lines will do it for you

kek

>> No.580555

>>580553
it does a shit job

>> No.580556

>>580553
> Not knowing that zremesher still spirals when using guides and makes unusable topo
> not knowing polygroups/zremesher is the way to go

>> No.580557

>>580556

>not knowing polygroups/zremesher is the way to go

Interesting, could you explain

>> No.580559
File: 717 KB, 1440x1060, american-psycho_00339280.jpg [View same] [iqdb] [saucenao] [google]
580559

>>580555
Indeed.

>> No.580560
File: 158 KB, 816x754, 1488194354787.png [View same] [iqdb] [saucenao] [google]
580560

>>580551
>Why do people cry about unwrapping so much? I find retopo more of an annoyance.
This, a thousand times this

>>580553
Sure, if its for a still. But in the rare case that a client might accept it, try handing a zremesh to a rigger/animator just for fun. Keks will ensue and you'll be seen as a very ignorant modeler.

>> No.580561

>>580560
>try handing a zremesh to a rigger/animator just for fun
what would the problem be, anon? I've rigged and animated dozens of zremeshes, no problemo

>> No.580562

>>580561
They will deform like shit when animated. Also inefficient if you're on a polygon budget.

>> No.580564

>>580562
That sums it up

>> No.580565

>>580562
Only if you do a shitty zremesher its not like you just draw one line around the elbow and knees hit remesh and call it a day.

>> No.580567

>>580562
>They will deform like shit when animated. Also inefficient if you're on a polygon budget.
Learn to weightpaint. Set the settings to the amount of polys you want.

You sound like someone who hasn't done this for long and also pirates all their soft

>> No.580568

>>580565
>>580567
amateur pleb confirmed

>>580562
this anon is right

>> No.580570
File: 53 KB, 403x403, 1463471242480.jpg [View same] [iqdb] [saucenao] [google]
580570

>>580567
>You sound like someone who hasn't done this for long and also pirates all their soft

You got me. Me teaching you makes it even worse for you tho.

>> No.580571

>People still hating on based Zremesher

https://www.youtube.com/watch?v=cqqLKKV5YE4

>> No.580572
File: 614 KB, 755x793, 111.png [View same] [iqdb] [saucenao] [google]
580572

>>580557
remesher has, KeepGroups option. you can get loops exatly where you want,
this face topo is done like that. manywill still argue that it's shit, but depends for what purposes,.
it's also very very good when doing hard surfaces, and you want back sides to not spiral into each other

>> No.580573

>>580572
How is this shit i am pretty sure this is easily animatable

>> No.580575

>>580572
jesus man reduce the polycount for christs sake

>> No.580576

>>580575
>WILL SOMEONE THINK OF VIDEO GAMES ?!??!?

Fuck off

>> No.580578

>>580576
go back to hollywood and your 90 hour weeks, cuck

>> No.580580

>>580573
I'm just sayin' that people will say it's shit.. because Zbrush UI is muh harddd..

I'm always saying to people who complain about Zbrush, that they just don't know how it works, this tecnique for example is really fucking good. 20/80 does not apply to Zbrush, you can put almost every tool in character pipeline. and different tools make each other better.
but of course people preffer meme "facts"

>> No.580582

>>580578
Back to your mobile unity indie platformer fag.

>> No.580585

>>580582
mobility is the key to all future tech, friendo.

>> No.580587
File: 9 KB, 301x301, newsinv9.png [View same] [iqdb] [saucenao] [google]
580587

>>580485
>be me
>hate uvs like op
>buy unfold 3d
>now uv time is meh
>http://www.polygonal-design.fr/

>> No.580843

>zbrush
>remesh
>unwrap
>export
????

>> No.580853

>>580571
He sure is having a lot of trouble with that. Not convincing me there.

>> No.580868
File: 84 KB, 512x512, AO-Edit-512.jpg [View same] [iqdb] [saucenao] [google]
580868

>>580587
Used this the other day after seeing this post, ended up with a good unwrap of a model I've been having a hard time unwrapping in one solid piece in Blender. All the human parts have equal surface area to uv and the rock she's laying on is lower resolution, just what I needed.

>> No.580896

>>580585
incorrect!
porn is the key to all future tech.

>> No.580924
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580924

>>580585
>mobility is the key to all future tech, friendo.
look who just started the "intro to game production" class at community college