![]() ![]() ![]() Probably unfair to make direct comparisons here, but a few quick tests demonstrated to me that UnwrapMe still holds up favourably. Comparison against RizomUV is more complex, because Rizom is a dedicated UV tool and has several algorithms on offer, as well as many manual or “assisted” unwrapping tools. So, for a lot of more common use cases, UnwrapMe is really onto winner by this comparison alone. However, UnwrapMe was hands-down better than Substance Painter’s auto-unwrapper - no contest (at least, for the somewhat dated version I have!). The competitor options took around 1-3 minutes to process the same mesh. Long story short, UnwrapMe was by far the slowest - it took over an hour. Maybe not the most common use-case for most. STL detailed human sculpture designed for 3D-print/manufacture. The test subject was to auto-unwrap a decimated 300k tris. I just discovered this plugin today (19Dec22 release), and ran it through a “quick” torture-test and comparison against full-auto UV results from Substance Painter (Oct 2021 release) and RizomUV (2022.1 release). Yeah you maybe can find papers somewhere in the internet where there’s some development of these, btw this YouTube channel posts new papers related to cg of course impressive bit of software here. Also remember that artistic (or directing the engine rather) control is important, we don’t want just a random result based in polycount limits or something, but an smart engine and having an smart guides system will be required for optimal control, for example looks at this how quad Remesher performs with it’s algorithm on this simpler but rather not mesh The big Blender Sculpt Mode thread (Part 2) - #892 by Metin_Seven So you feel like doing this addon to come true? To leverage your work on this try first research on available opensource remeshers on how they approach this, because of technical reasons we don’t have a fully reliable (and free or even paid) remesher for artists to work with so that can sooth all these technical time consuming (expensive too) workflow, because otherwise we could had use them in complex designs (think about hard surface not just a silly organic model) which these days require all manual work mostly. ![]()
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