01-11-2020, 04:01 AM
(This post was last modified: 01-11-2020, 04:38 AM by digitaldavinci.)
I wish. I am the plugin. The idea was to get the workflow down to a minimal robotic process.
Because I have no need to use an imported image in Wings I am not concerned with image mapping. The idea is I segment the object for cuts then align the minor maps in the UV map window. Then simply export selected. With Unity open the change in the file properties triggers Unity to auto refresh. So with Wings and Unity open at the same time I just bounce to and fro sliding UV minors around till I get the mapping lined up.
Now with Amplify Shader editor open I can edit the shader there that is applied to the imported object.
This works really slick even with the exporting/importing step. I hammered this down pat to alleviate most headaches. My notes are a cobbled set of issues, steps, warnings and concerns when in some future I have to return to this process.
It is full proof as long as I always RMB on selected object, LMB on UVmapping. MMB or RMB only on necessary restarts.
The real tweaking and artistry are in the UV map window.
For the model in the video I solved the 'Start meets End' circular lap by just moving the last vertical edge in UVMapping window to the right till the lap was as good as I could get it. Since this process is not dealing with integrated products this was the real effort.
I wanted to duplicate the ease of Moray/Pov-ray as close as possible and spent five years making steps until Unity finally got up to speed with its current set of advances. When an integration plugin is created that will possibly be a Blender killer making Wings3D the primary tool for modeling. Probuilder in Unity is a sad tool and I don't know if Unity will make a choice for a better integrated tool. They are getting too big and there is a sloppy infrastructure underneath as of the date of this post.
The sneaky trick on tori is to cut the midline loop on the internal structure, loop all verticals and unmap to a cylinder. So with this now it is possible to create really complex models. Also in my efforts I only need boolean addition, subtraction and difference. Limited I know but my thinking is that the other complex functions might not pass muster in segmenting to a UV map. Might be more complimented work than I want to pursue at this time. When I want to research another set of headaches then that is where I will start. I believe different complexities will create different workflows. Obviously... But the effort might only be the straightening out UV minors in the mapping window. In this last scenario I have seen abominations of UV minors show up that are nearly impossible to unfold.
Because I have no need to use an imported image in Wings I am not concerned with image mapping. The idea is I segment the object for cuts then align the minor maps in the UV map window. Then simply export selected. With Unity open the change in the file properties triggers Unity to auto refresh. So with Wings and Unity open at the same time I just bounce to and fro sliding UV minors around till I get the mapping lined up.
Now with Amplify Shader editor open I can edit the shader there that is applied to the imported object.
This works really slick even with the exporting/importing step. I hammered this down pat to alleviate most headaches. My notes are a cobbled set of issues, steps, warnings and concerns when in some future I have to return to this process.
It is full proof as long as I always RMB on selected object, LMB on UVmapping. MMB or RMB only on necessary restarts.
The real tweaking and artistry are in the UV map window.
For the model in the video I solved the 'Start meets End' circular lap by just moving the last vertical edge in UVMapping window to the right till the lap was as good as I could get it. Since this process is not dealing with integrated products this was the real effort.
I wanted to duplicate the ease of Moray/Pov-ray as close as possible and spent five years making steps until Unity finally got up to speed with its current set of advances. When an integration plugin is created that will possibly be a Blender killer making Wings3D the primary tool for modeling. Probuilder in Unity is a sad tool and I don't know if Unity will make a choice for a better integrated tool. They are getting too big and there is a sloppy infrastructure underneath as of the date of this post.
The sneaky trick on tori is to cut the midline loop on the internal structure, loop all verticals and unmap to a cylinder. So with this now it is possible to create really complex models. Also in my efforts I only need boolean addition, subtraction and difference. Limited I know but my thinking is that the other complex functions might not pass muster in segmenting to a UV map. Might be more complimented work than I want to pursue at this time. When I want to research another set of headaches then that is where I will start. I believe different complexities will create different workflows. Obviously... But the effort might only be the straightening out UV minors in the mapping window. In this last scenario I have seen abominations of UV minors show up that are nearly impossible to unfold.