uv unwrapping within painter
Hi! It would be great to have a UV unwrapping sytem inside Painter.
This way you could work the whole time inside of SP and not jumping from your 3D app to SP.
Thanks for listening!
this looks really exciting. can we get a more in depth tutorial for how this is done please?
Just idiot-proof it please... make it super easy to follow.
PS: there's comments about this being a bit redundant [paraphrasing here] but not all users of SP are wizards with working in 3D applications so having this feature is a real bonus for those of us who could use help with this.
Nobody is going to force people to use it for UV unwrapping if they know how to do it themselves anyway- it's helpful though for noobs like me who aren't adept at doing it themselves.
FWIIW, my own use of SP is not for production anyway but for personal projects where my models are not going to be updated but lack UVs. So not taking them back into a modelling application to be reworked doesn't factor into the equation.
also the ability to model and sculpt the mesh! Nah, not a good idea.
I'm not sure if this is a good idea. Like many have said... there are tons of ways to do this already. If you could do it in SP, you would have to cast it backwards to the original mesh file, or you would get sync issues if you then wanted to go back and fundamentally change the model. I would rather a much better sync between applications so I could leave 3DSMax open in the background (other applications are available), for example, go and modify what I needed to (UVs, Mesh etc.) and then press a button to squirt it straight back into SP to update it... thus keeping my source files up to date. Not sure how feasible that is though.
While there are already tools that can be used to unwrap outside Substance Painter, remember that SP has extra information those tools don't have about how the model is actually textured. It's possible that it could use this information to produce more efficient UV maps than an external tool that has only the geometry to work with. It would be pretty amazing if they were able to pull that off, definitely a worthy addition to the Substance toolset.
Agree that unwrapping is not necessary at all, there are many many tools for this already
Sam Spain 1 commented
I really like this idea right now as someone who isn't too great at unwrapping. My most recent project made me really wish I could quickly change some parts of the UV. For that, I give it my vote.
Thing is though, as I get better with unwrapping I'd need this tool less and less as your modelling software should always be a first port of call of unwrapping. It should be for fixing unwrap issues only.
I think this is a really bad idea as I think all Substance tools are texturing tools.
Each software should focus on its strengths, and it should be easy to switch between software. Otherwise you'll end up with bloatware.
I agree, a real unwrapping tool isn't needed for Painter.
But from the purely artistic side, and with the addition of Iray, it would help a sort of "temporary unwrapping".
An example of a possible workflow: I start to sculpt a basic model, and once I've a rough shape my client wants to see it before I start to detail. He wants the model with a few basic colors to make sure it works in the scene and fit the atmosphere he has in mind.
As of now I have to retopology the rough model, UV unwrapping and quickly color it in Painter.
A waste of time for a simple check...
It would be ideal to import the sculptured model, color it in Painter and render it in Iray, without unwrapping, only for use it inside Painter.
I would vote against this if I could. Substance Painter should stay a painting program, any program that has modeling tools already has plenty of UV tools too.
This feature makes a ton of sense *IF* Allegorithmic brings their usual "rethinking" of historical processes to the table. An increasing percentage of customers would simply not care about the cleanliness of the unwrap as long as it painted cleanly. If anyone can disrupt the arcane nightmare that is UV unwrapping it's Allegorithmic.
Nope Bad idea, keep in mind you would need to re-export the mesh once you have tweaked the UV's. This opens up a bad workflow and adds unnecessary tools to painter, need to keep the program as a painter NOT a model or UV tool.
I'd like to second pr2227 - there are a lot of great UV unwrapping tools out there, and I think, SP should focus on its strengths instead of spreading out too much.
I would vote against this, as keeping the focus on what SP does best (and it ain't 3D modelling or UV unwrapping (which go hand in hand) is best done in other apps. Bloatware and changing the direction for the utility SP provides seems like a bad idea to me. There are issues related to stability and performance id tackle first/instead.
i don's think it is necessary. Every 3d software package can help you to unwrap UVs, some better then the others. But it might be useful for situations when you have to adjust UVs for better paining results.
this doesnt make a lot of sense , substance painter is a texturing tool
you need to create your geometry in a 3d package anyway and they already have dedicated unwrapping/packing functionality
Yes a simple and effective unwrap tool with options like rectangular uv unwrap in modo 901
As you have to make your model in a 3D package anyway then you can also UV unwrap it in there. Not all packages offer the same ease of use as others but they are already out there without requiring you to use an extra application. Also Manual UV wrapping offers more control over performance, optimazation and avoiding certain artifacts. I can't imagen how complex it would be to make something that perfect automated as you guys request. And I bet a lot a people have already been spending a lot of time trying to make an optimal UV unwrapper.
I think allegorithmic should stick to its core functionalities and work on what is important to further enhance their given toolset.(There is a reason they didn't implement all the requested features yet - Time/workload)
I don't want to be completely negative about this, as the idea would ofcourse be amazing but we need to stay realistic.
yes i think SP need UV unwrapping system and smart UV unwrapping system look likes 3d coat
I'd be happy with a simple option to automatically unwrap UVs optimally to maximise texture space for painting. It doesn't really matter how much of a mess the resulting map looks, the workflow would be straight from 3D modeller to painter so nobody will ever need to look at the map.
I support this idea.
A uvlayouting tool that beats headus UVLayout and contains packing features like IPackThat would be great.
For optimal texel density this tool should support mirrored UVs or UVs going outside the [0-1] range (mostly used for UV islands stacked on top of each other) and non-square texture mapping. Also sporting multiple uv-sets would be great to quickly generate lightmap UVs.