Ministry Of Flat UVUnwrapper v3.7.1 iND (Filenest)
全自动UV展开工具。
该程序不同于以往尝试制作自动UV展开器的做法。它像艺术家一样思考。它不遵循简单的启发式,它适用于每一个模型。就像一个熟练的艺术家一样,该程序分析模型,并以不同的方式处理每种类型的几何体,以获得最佳结果。它检测20多种不同类型的拓扑,并以不同的方式处理每种拓扑。该部花了无数个小时绘制UV贴图和纹理模型。这一经验奠定了基础,以创建最终UV工具,为3D绘制模型,光测绘和程序材料。在几家不同的AAA游戏工作室的专业3D艺术家名单的反馈和支持下,平面部正在不断开发该程序,以确保其满足3D艺术家的所有需求。
该部致力于全自动过程。不需要设置接缝、调整设置,甚至不需要检查模型,它只需要完成工作。硬表面,软表面,或混合,无论你有什么样的模型,程序都有一个专门的舞台。我们有一个工作流程的愿景,艺术家可以可靠地忘记UV贴图甚至存在,直接从建模到纹理。要做到这一点,算法必须是可信的,并始终产生良好的结果。
Fully automated UV unwrapping that works.
The Ministry's procedure is unlike previous attempts at making an automated UV unwrapper. It thinks like an artist. It doesn't follow some simple heuristic, it apply to every model. Just like a skilled artist, the procedure analyses the model and approaches each type of geometry differently to get the optimal result. It detects over 20 different types of topologies and approaches each one differently. The Ministry has spent countless hours UV mapping and texturing models. This experience has layed the foundation to create the ultimate UV tool, for 3D painted models, light mapping and procedural materials. The Ministry of Flat is continuously developing the procedure with the feedback and support of list of professional 3D artists at several different AAA game studios to ensure it meets all the demands of 3D artists.
The Ministry is dedicated to a fully automated procedure. There is no need to set seams, tweak settings, or even inspection of the model, it just does the work. Hard surface, soft surface, or a mix, whatever kind of models you have, the procedure has a stage dedicated to it. We have a vision of a workflow where artists can reliably forget that UV mapping even exists and go straight from modeling to texturing. For this to be possible, the algorithm must be trustworthy, and consistently produce great results. Any human input required would limit the use cases, and act a as a crutch to our ministerial staff, that should not have to be accepted by artists.
The Ministry believes in optimizing, to minimize stretching and seams, and to maintain an even texture resolution throughout the model. But unlike other solutions it also takes great care to rotate the texture correctly. Correctly rotated UV makes a huge difference in texture quality in many cases, as jaggy lines require a lot more texture resolution than straight lines. Sometimes the procedure even adds stretching, in order to maximize texture usage and to better follow the topology of the model, just like an experinced artist would. The procedure also places seams in places where they are best hidden. The Ministry's has implemented countless special cases and tricks, taken from the experience of a good UV artist.
No artist input. Zero, zilch, zip, nada.
Handles any type of mesh, characters, machines or environments.
Ideal for lightmaps and use with procedural paint tools.
Enables new workflows where geometry changes are less costly.
Handles complex meshes with many folds very well.
High quality output:
No overlaps.
Good packing.
Minimal stretching.
Intelligently rotated.
No reversed polygons.
Adjustable island gaps to prevent bleeds.
Dependable, removes the need for asset QA.
Available with UI, or as command line tool for pipeline integration.
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