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Discussion in 'Assets and Asset Store' started by UModeler, Mar 23, 2017.
Hi, are you still developing the UV editor?
You may be able to get those arms' assets published to the asset store after adding some more weapons.
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.
If I created something better maybe I can contribute to your package as an example.
Great to hear this asset is still active
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.
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.
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.
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.
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?
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
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.
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.
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.
I think this is a good idea . Thanks!
Will there be a Demo/Lite version to try out!
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.
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.
I made a low-poly grave to test UVEditor and improve it, which is quite fun. And I feel more confident.
@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 )
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.
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.
I might not catch what you asked.
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
But when I tried it, any unexpected uv offsetting didn't occur as shown in the upper linked .gif file.
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.
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.
Alright noted, it was so close . Thanks for the support.
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"
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!
Here is a video to showcase how to converting a mesh and editing its UVs.
Nice. I have to imagine that this was hard for you to implement
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
and ability to enter my own snap size value ( I need 0.2 atm !) + to set the snap origin / reference point
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.
>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
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.
UModeler 2.0 entry page
Other parts are still empty but they will be filled sooner or later because I'm going to concentrate on documenting for a while.
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.
Break Merge Tools
UV Editor Tool entry page.
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.
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
Selection Tools page
Tweak Tools page
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
This will be available to UModeler 2.0
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
Great news. Thanks for adding this feature.
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.
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.
Very cool stuff! Can you model characters with this?
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.
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.
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
Loop Slice Tool
Remove Double Tool
Smoothing Group Tool
You can check them out in the following links.
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.
I am not worried about the rigging and animation, just wanted to know if there are enough tools available to model a character.
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