Search Unity

  1. Check out the Unite LA keynote for updates on the Visual Effect Editor, the FPS Sample, ECS, Unity for Film and more! Watch it now!
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. Improved Prefab workflow (includes Nested Prefabs!), 2D isometric Tilemap and more! Get the 2018.3 Beta now.
    Dismiss Notice
  4. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice
  5. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

[RELEASED] UModeler 2.0 : The Ultimate Modeling and Prototyping Tool in Unity

Discussion in 'Assets and Asset Store' started by JS_tripolygon, Mar 23, 2017.

  1. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384

    Hi, are you still developing the UV editor?
     
  2. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    You may be able to get those arms' assets published to the asset store after adding some more weapons. :)
     
    coverpage likes this.
  3. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    Yes, Actually I didn't do much last month for my personal things but I'm going to work on UModeler hard again especially UV Mapping Editor from this month.
     
    coverpage likes this.
  4. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    If I created something better maybe I can contribute to your package as an example.

    Great to hear this asset is still active :)
     
    JS_tripolygon likes this.
  5. jococo

    jococo

    Joined:
    Dec 15, 2012
    Posts:
    231
    Looks very awesome!!

    Does this have the ability to split a 3d object into seperate triangles? Each basic triangle being a new gameObject or transform for example ... an exploder of sorts but no need for runtime ability.
     
  6. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    Hello jococo,

    UModeler doesn't have the ability you mentioned but I think it can be done by getting each triangle from a mesh filter component by reading vertices and indices there in UModeler object and wrapping the triangles with a mesh filter in a separated game object.

    Whether this feature will be included later in UModeler or not should be considered further.

    Thanks.
    Tripolygon.
     
  7. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    Hi, Can you give me a clue why I get this exaggerated steps. I created a base, extrude it, and manipulated the top by scaling it to get the shape of a hull.



     
  8. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    That's because of non planar quad polygons which are usually created by its connected polygon being rotated like rotating a top polygon of cylinder causes non planar side quads as below.
    UModeler_nonplanar_quad_polygons.png

    However I don't get how the non planar quads at the ship head are generated by just scaling. Can you explain how you make the ship body in more detail?
     
  9. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    I'm not sure as well, I probably messed up some steps. but now that I understand how it's created, I can avoid it. Any way to flatten the quads
     
  10. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    Hello guys,

    I would like to share the progress about UV Editor in development. It aims to unwrap each polygon and manipulate uv coordinates.

    The image below shows that polygons of a capsule mesh are unwrapped using Cube unwrapping tool and rotate two uv islands with a rotate gizmo by LMB-drag.

    Beta 1.0 version of UV Editor will be included in the UModeler update which will happen soon.

    Stay tuned!

    bandicam 2017-08-19 11-06-11-399.png
     
    Mark_01, Teila, hopeful and 2 others like this.
  11. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    Wow looks good. I really think unity should showcase this asset in the frontpage for the simple reason that it's really the best modeler in unity currently.
     
    Last edited: Aug 19, 2017
    JS_tripolygon likes this.
  12. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    By the way I have suggestion, can you make umodeler objects have a "Done" editing button. When press this it will behave like any game object in terms of editor rotation and transform and visualization. And the inspector does not show any editing tools, just 1 "edit" button. When you press edit button, th4 usual editing tools are shown in the inspector together with the edit mode visualizations.

    This will make it easier for us as after done editing, umodeler object becomes like a normal game object in every sense.
     
    Brian-Ryer and JS_tripolygon like this.
  13. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    I think this is a good idea :). Thanks!
     
  14. CaptCanada

    CaptCanada

    Joined:
    Feb 3, 2013
    Posts:
    190
    Will there be a Demo/Lite version to try out!
     
  15. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    Hey CaptCanada,
    I'm afraid UModeler has only one version. However it will give you lots of powerful tools for modeling and prototyping and UV Editor will be included soon. So if you purchase UModeler now before the next update, you'll be able to get both UModeler and UV Editor at a lower price because the price is going to rise for UV Editor.
     
  16. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    Most of the main functions for UV Editor have been done at last. I'll show you a demo to make a mesh assets using it soon.

    UModeler_With_UVEditor.png
     
    coverpage and zenGarden like this.
  17. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    I made a low-poly grave to test UVEditor and improve it, which is quite fun. And I feel more confident.
    smallsize_UModeler_Making_Grave.png
     
    Brian-Ryer and coverpage like this.
  18. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    Wow nice.
     
  19. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    @tripolygon_geometry help me out. I know you're working on a proper UV editor but even without the editor, can we somehow retain the UV information when we start doing transforms on the faces.

    I'm trying to use it with megascans. ( http://www.megascans.se )

    UV Problem3.gif

    To be clear I'm doing this correctly without stretching the faces. I'm selecting all the faces to be rotated, adjusting the pivot by using a 3d cursor and then rotating.

    This is a very useful application of umodeler. Being able to prepare megascans directly from unity editor is so much faster than using Maya.
     
    Last edited: Sep 3, 2017
  20. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    Is your question about UV params after transforming elements? If so, I've made sure that UV parameters modified in UV tool are preserved after vertices/edges/polygons are transformed. See below.

    https://www.dropbox.com/s/ct3q6hovpkx18r1/UModeler_uvparameter_after_transfomed.gif?dl=0

    I might not catch what you asked.
     
  21. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    If you look at the gif, I want the fern leaf to stay as I bend them by rotating the faces. But they don't stay. And after I bend all the faces the textures for the faces are all offsetted differently. I can't get the texture for all the faces to align to give the correct fern leaf even if I try to align then manually
     
  22. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    But when I tried it, any unexpected uv offsetting didn't occur as shown in the upper linked .gif file.
     
  23. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    Maybe I'll upload a longer version with an example scene for you later. Basically I create quad assign it a texture atlas.

    Use the rectangle tool to cut out a single leaf from the atlas by using detach button.

    I divide this rectangle into a few parts using line. And the. I bend the faces to create a curled up leaf effect. But when I bend (rotate) the faces as in the gif, the textures don't line up anymore.
     
  24. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    I understood. The current UModeler creates UV coordinates automatically based on a position and a normal of each vertex so every time you transform vertices, the corresponding UVs change. This situation won't be avoided for now until UV Editor is released.
     
    coverpage likes this.
  25. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    Alright noted, it was so close :) . Thanks for the support.
     
    JS_tripolygon likes this.
  26. Razmot

    Razmot

    Joined:
    Apr 27, 2013
    Posts:
    213
    Umodeler is really good ! the ability to turn any mesh into a umodeler editable object is a blast ( tool / "create from mesh" menu) you should advertise this feature more on your store page.

    One note : maybe you can rename "Freeze X form" to something more explicit, like "Bake transform" or 2 buttons "Bake rotation" and "Bake scale"
     
    JS_tripolygon and coverpage like this.
  27. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    Bake transform sounds better and I've also thought of dividing freeze x form into two parts as you said. It'll be implemented. Thanks!
     
    Last edited: Sep 8, 2017
  28. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    Here is a video to showcase how to converting a mesh and editing its UVs.

     
  29. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    Nice. I have to imagine that this was hard for you to implement
     
    JS_tripolygon likes this.
  30. Razmot

    Razmot

    Joined:
    Apr 27, 2013
    Posts:
    213
    What would make umodeler perfect form me would be :

    - ability to snap a vertex to any vertex in the scene when translating + pressing the v key (like the standard unity snap to vertex feature)
    - ability to edit the selected vertex x y z position in the inspector

    and what would be really nice to have is a hollow feature - it would turns cubes into "room" but other shapes too
     
    JS_tripolygon likes this.
  31. Razmot

    Razmot

    Joined:
    Apr 27, 2013
    Posts:
    213
    and ability to enter my own snap size value ( I need 0.2 atm !) + to set the snap origin / reference point
     
    JS_tripolygon likes this.
  32. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    These features would make UModeler better. I'll put them into the queue of the todo list.

    I'll consider placing a edit box to enter whatever snap size you want.
    Would you explain 'set the snap origin / reference point' in more detail?

    Thank you for your feedback.
     
    Last edited: Sep 13, 2017
  33. Razmot

    Razmot

    Joined:
    Apr 27, 2013
    Posts:
    213
    >Would you explain 'set the snap origin / reference point' in more detail?

    Sometimes I want to align things with a step of 0.2 starting from the center of an object positioned at 0.5
     
    JS_tripolygon likes this.
  34. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    Hi everyone,

    I've been documenting UV Editor and UModeler 2.0. I'll share the progress almost every day to showcase what UModeler 2.0 looks like until it is released.

    This is the first page of UV Editor.
    https://umodeler.github.io/UVEditor/index.html

    Overview page.
    https://umodeler.github.io/UVEditor/overview.html

    Setting page.
    https://umodeler.github.io/UVEditor/uvsettings.html

    Transform page.
    https://umodeler.github.io/UVEditor/uvtransform.html

    UModeler 2.0 entry page
    https://umodeler.github.io/index.html

    Other parts are still empty but they will be filled sooner or later because I'm going to concentrate on documenting for a while.

    Enjoy UModeler.
    Tripolygon!
     
    Last edited: Nov 14, 2017
    Mark_01, Stardog and coverpage like this.
  35. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    Badass lol
     
    JS_tripolygon likes this.
  36. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268

    Sew Tools Demo.

    Finally documentation about UV Editor has been done. Now I'm going to move the existing manual in the google docs to git hub by updating some descriptions and images for the next several days.

    Check out what UV Editor looks like through the following links.

    Unwrap Tools
    https://umodeler.github.io/UVEditor/unwrap.html

    Selection Tools
    https://umodeler.github.io/UVEditor/selection.html

    Flip/Rotate/Alignment Tools
    https://umodeler.github.io/UVEditor/fliprotatealignment.html

    Sew Tools
    https://umodeler.github.io/UVEditor/sew.html

    Break Merge Tools
    https://umodeler.github.io/UVEditor/breakmerge.html

    UV Editor Tool entry page.
    https://umodeler.github.io/UVEditor/index.html
     
    Last edited: Sep 27, 2017
    Stardog, Razmot and coverpage like this.
  37. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    Properly impressive stuff.

    Is there an easy workflow to allow the model to be edited in a texturing tool, surforge and even better quixel. We can add detailing like aging and smudges using quixel. I ask because I know we can already export mesh using uModeler.
     
    JS_tripolygon likes this.
  38. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268


    Increase Selection Demo.


    Transform, Selection, Tweak, Overview and Settings Pages have been added to UModeler manual.
    I've tried to use as many complete meshes as possible to showcase how each tool works effectively.

    Transform Tools page
    https://umodeler.github.io/transformtools.html

    Selection Tools
    page
    https://umodeler.github.io/transformtools.html

    Tweak Tools
    page
    https://umodeler.github.io/tweaktools.html

    Overview page
    https://umodeler.github.io/overview.html

    Settings page
    https://umodeler.github.io/settings.html

    Enjoy UModeler.
    Tripolygon.
     
    Last edited: Oct 9, 2017
    coverpage likes this.
  39. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    In order for UModeler mesh to be edited with Surforge the mesh should be exported to .Asset file.
    So Export to .Asset button has been added to Export Tool

    See below.

    UModeler_LinkageToSurfoge.gif

    This will be available to UModeler 2.0
     
    Last edited: Sep 28, 2017
    coverpage likes this.
  40. Razmot

    Razmot

    Joined:
    Apr 27, 2013
    Posts:
    213
    Actually if would like something related to this new export as asset feature, for (I think) a very nice workflow:
    - export as prefab with the asset mesh in the prefab ( so the prefab has no umodeler component)
    - and keep a reference to the prefab, with an "Update asset mesh in prefab" button - that would lets just update the geometry and leave our scripts and other things untouched
     
    JS_tripolygon likes this.
  41. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    Great news. Thanks for adding this feature.
     
    JS_tripolygon likes this.
  42. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    The prefab asset file without UModeler but from it would be able to propagate the UModeler changes every time "Update asset mesh in prefab" button is clicked. This is a great idea.
     
    Last edited: Sep 30, 2017
  43. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    New mode has been added so that UModeler component can be closed and opened as you mentioned. It makes the inspector look tidier when the user doesn't need editing mesh. And it can be unrolled anytime you want.

    UModeler_OpenCloseButtons.gif
     
    Last edited: Sep 30, 2017
  44. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    Brilliant thanks!
     
  45. jrDev

    jrDev

    Joined:
    Nov 5, 2008
    Posts:
    1,599
    Very cool stuff! Can you model characters with this?

    Thanks,
    jrDev
     
  46. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    384
    No, the problem is rigging. There is no rigging asset within unity. But one is in early development.

    You're able to models sketchup style, in the new version there's a UV editor and Surforge support for texturing. This would make it properly useful for serious work.
     
  47. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    Hello jrDev,

    UModeler doesn't support character-specific features like rigging and keyframe edit etc. As coverpage mentioned UModeler provides powerful and easy ways of modeling within Unity so you could make a mesh using UModeler and export it to other DCC tools for rigging something like that.
     
  48. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268

    Cut Tool Demo

    The following tools' documents have been done according to UModeler Ver 2.0. I've tried to use meaningful meshes as examples to showcase how each tool works.

    Extrude Edge Tool
    Inset Tool
    Boolean Tool
    Mirror Tool
    Loop Slice Tool
    Follow Tool
    Bevel Tool
    Bridge Tool
    Clone Tool
    Copy Tool
    Eraser Tool
    Detach Tool
    Combine Tool
    Remove Double Tool
    Collapse Tool
    Cut Tool
    Clip Tool
    Material Tool
    UV Tool
    Color Tool
    Smoothing Group Tool
    Etc.


    You can check them out in the following links.

    Add Tools

    https://umodeler.github.io/addtools.html

    Remove Tools

    https://umodeler.github.io/removetools.html

    Surface Tools
    https://umodeler.github.io/surfacetools.html

    Menu
    https://umodeler.github.io/menu.html

    Duplicating objects and placing them has been implemented as follows. It may not be enough yet but you'll be able to try it with UModeler 2.0, which will be released sooner or later.

    Clone Polygons Demo.
     
    Stardog likes this.
  49. jrDev

    jrDev

    Joined:
    Nov 5, 2008
    Posts:
    1,599
    Hey,

    I am not worried about the rigging and animation, just wanted to know if there are enough tools available to model a character.

    Thanks,
    jrDev
     
  50. JS_tripolygon

    JS_tripolygon

    Joined:
    Oct 15, 2016
    Posts:
    268
    I think UModeler has tools enough to make a low-polygon character because UModeler has not only Sketch-up features but also some Blender and 3D Max features. It means that you can manipulate triangle or quad polygons as well as arbitrary simple polygons quickly and easily.

    It would be better to show you how a character can be modeled with UModeler via a video but unfortunately I don't have it yet.

    I hope you'll scan UModeler manual - https://umodeler.github.io/index.html

    Thanks,
    Tripolygon.
     
    jrDev likes this.