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Artist Review: Unwrella for Maya

Hello this is justin, and I'm enthused to talk about Unwrella for Maya.


    Unwrapping your model in any 3d program is not enjoyable. There is nothing fun about it. Its tedious, exhausting, annoying and time consuming. Its a long journey of hiding your model's texture seams, maintaining a texture surface with as little distortion as possible. Unwrapping your model will NOT hide any seam indefinitly, and you can see this if you look hard enough in even the AAA games out there now. Although they are experts at hiding UV seams, if you wiggle and nudge your camera in some odd angles, your favorite 3d character will reveal a texture seam.

    Unwrella is a tool made to speed up the process of unwrapping your 3d model so that it's fast and easy to start texturing. In general, Maya does a somewhat decent job of spewing out an initial UV map of your model. But as your model grows complex, Maya's default mapping effectiveness drops off sharply. Unwrella does a good job of alleviating this initial step, as well as giving you an easier time to tweak your UV map.

1. Purchase and licensing:
The software is pretty expensive, around 200+. You need to purchase it online, then download the demo. You then go through some key generation using their license program, then wait a day to get their activation code. Not exactly fast, but definitly easy.

2. Installation:
Partly due to how Maya needs to be pointed to python scripts, the installation and getting maya to recognize the software was really irritating. Having to edit .env files and text files and finding deep directories that you knew never existed was not user friendly. What started out as getting excited and antsy to play with software quickly changed into aggrivation and irritation. In the end however, all it took was one line of code to point maya in the right direction.

3. Usage:
Select your model > modify > Unwrella

From here you can see a deceptively simple window with options to play around with. I wont go into the specifics, but Unwrella knows its stuff.

You can make Unwrella automatically define the UV chunks by itself, or you can manually set the UV edges by yourself (use this if you want more control) using Maya's built in Cut UV function.

I unwrapped a very simple city model with blocks, overhangs with the automatic unwrap in unwrella, and I was impressed by how little, if any, distortion there was. Almost every polygon used the same amount of space, which meant the checkerboard texture applied to it was evenly distubuted.

Unfortunately I havent used Unwrella on a more complex poly model so I cant report on that end. But all in all, I am definitly impressed by the software.

If youve noticed from my last photoshop plugin review, that I like fast and easy. Tedious parts of art creation are mundane, and they personally prevent me from being enthusiastic about making a 3d model. However, Unwrella should make things easier.

http://www.unwrella.com/

 

 

Unwrapping your model in any

Unwrapping your model in any 3d program is not enjoyable. There is nothing fun about it. Its tedious, exhausting, annoying and time cfa test consuming. Its a long journey of hiding your model's texture seams, maintaining a texture surface with as little distortion as possible. Unwrapping your model will NOT hide any seam indefinitly, cfp test and you can see this if you look hard enough in even the AAA games out there now. Although they are experts at hiding UV seams, if cgfns test you wiggle and nudge your camera in some odd angles, your favorite 3d character will reveal a texture seam.

speedy!

Convenience is always nice :)

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