RizomUV Basics: Packing Fundamentals

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  • Опубліковано 23 лис 2024

КОМЕНТАРІ • 33

  • @millie2079
    @millie2079 2 роки тому +5

    John's voice is now synonymous with Rizom UV!

  • @farid.rabhallah
    @farid.rabhallah 2 роки тому +5

    very happy to see tutorials about RizmoUV. thank you

  • @AyushBakshi
    @AyushBakshi 2 роки тому +5

    That's some neat tool you people have made.

    • @RizomUV
      @RizomUV  2 роки тому +1

      Thank you very much! 😀

  • @pramodsahu5524
    @pramodsahu5524 2 роки тому +5

    i was waiting for this video. thank you keep sharing such informative videos

    • @RizomUV
      @RizomUV  2 роки тому +1

      Oh we will my friend 🙂

    • @pramodsahu5524
      @pramodsahu5524 2 роки тому +2

      @@RizomUV please make tutorial on how to maintain texel density. (i mean i want the texel density to be same on every part of the model )

  • @hippoatwork7261
    @hippoatwork7261 2 роки тому +1

    Great teaching, thanks for providing.

  • @artisticaviary
    @artisticaviary Рік тому +4

    Could you please do a video on how shell stacking works in Rizom? I work on game assets and stacking shells is an essential part of my workflow, but am a little lost when it comes to doing this in Rizom. Ideally I'd like to stack similar shells automatically the way Maya does, but that doesn't seem to be a feature. Trying to stack-group shells seems to prohibit me from packing them. Would love some video documentation on how this is supposed to work / the intended workflow! Thank you!

    • @RizomUV
      @RizomUV  Рік тому +4

      Samuel here! I'll make a video about this subject 😉

    • @artisticaviary
      @artisticaviary Рік тому +2

      @@RizomUV Thanks so much Samuel!! 🙂

    • @photoindra
      @photoindra Рік тому +2

      ​@@RizomUV I'm second to that. Can you make a tutorial on this? I've been trying to distribute stacked objects for last 40 minutes and it is just doesn't work no-matter what I do.

  • @alinazablotska
    @alinazablotska Рік тому +1

    thanjks

  • @VRSArtist
    @VRSArtist Рік тому +1

    Hello, is there a way to pack only into half of the tile or, pack in rectangular Uv spaces?

    • @RizomUV
      @RizomUV  Рік тому

      You can change the tile shape / ratio in the UV Tile panel at the bottom of the UI 😉

  • @SteveMesker
    @SteveMesker Рік тому

    Really loving the program so far! I did notice if you have something within a group the Island Scaling Factor doesn't work? Is there another option for groups or am I missing something? Thanks for the tutorials!

    • @RizomUV
      @RizomUV  Рік тому +1

      You are correct! I'm looking into this, thanks for letting us know.

    • @SteveMesker
      @SteveMesker Рік тому +1

      @@RizomUV greatly appreciated!

  • @bubbleupsoftware7978
    @bubbleupsoftware7978 Рік тому

    Hey, I've just bought RizomUV and absolutely love it, I have been only using it for a day and already it's become a must have to my arsenal tool kit. I have a question, sorry it's a bit of a stupid one but once a seam has been marked using the cut tool how do I unmark it? I thought it would be holding the ctrl and pressing the C key, but this doesn't work.

    • @RizomUV
      @RizomUV  Рік тому

      By "marked" are you talking about Selected Edges? or Cut Seams?

    • @bubbleupsoftware7978
      @bubbleupsoftware7978 Рік тому

      @@RizomUV I mean cut seams, I just want to know how to remove them. Thanks

    • @RizomUV
      @RizomUV  Рік тому

      @@bubbleupsoftware7978 - With the "Weld" Tool, in fact it is covered in one of the videos of this RizomUV Basics series: ua-cam.com/video/8AN32CfCp3Y/v-deo.html

  • @astonyo7544
    @astonyo7544 8 місяців тому

    Hi guys, when I do my UDIMS I`ve noticed that either uv shells are spread away from each other or a lot of empty spaces between the uv shells. Any Help? Here`s what I do - Unwrap all my 3d meshes indivudually in RizomUV then return them in 3ds Max using bridge. From 3ds Max I select all 3d meshes and using a bridge open them in RizomUV. Then I use Polygone Groups Selector - select all my materials (7 mtl) so I make 7 UDIMS tiles, from Polygroups Selector - Distribute in Tiles... all uv islands got distributed in the UDIMS following TD of 4096 so all of them are not fitting in the tiles... to make them fit I use Polygone Groups Selector - Distribute in Groups then Alt+B (rescale selected items to fit the UV square) and all uv`s fit in all the tiles but obviously either uv shells are spread away from each other or a lot of empty spaces between the uv shells...My question is how to maximize tile area with my uv islands with all my UDIMS?

    • @RizomUV
      @RizomUV  8 місяців тому +1

      Can you join our discord? That way you can share images and I'll get a better grasp of what's happening. Cheers.
      discord.com/invite/UjsFx7Y

  • @LatinoSoulja1
    @LatinoSoulja1 2 роки тому

    How would I go about stacking UV shells in Rizom?

    • @RizomUV
      @RizomUV  2 роки тому +1

      If they are similar topology, In the Topocopy panel you have option of a group stack.

    • @LatinoSoulja1
      @LatinoSoulja1 2 роки тому +1

      @@RizomUV Okay awesome thank you very much for the reply :) I'm trying to make the switch from 3ds max to Rizom and so far I'm loving it.

    • @RizomUV
      @RizomUV  2 роки тому

      @@LatinoSoulja1 - We're glad you like it!

  • @bestOskarEverxD
    @bestOskarEverxD 10 місяців тому

    Question: Why does moving elements look so choppy?

    • @RizomUV
      @RizomUV  10 місяців тому

      It may just the way the video was recorded, because I don't have that issue.

    • @bestOskarEverxD
      @bestOskarEverxD 10 місяців тому +1

      @@RizomUV hmm but his mouse cursor does moves quite smooth in comparisoon to the island (@9:33)
      Seems like moving and scaling are quite heavy for rizom? It looks like the island is constantly recalculating the entire island while moving or scaling. Just trying to help and point out to a possible issue. Maybe the recalculation could be paused while moving/scaling or approximated and updated once left mouse button is lifted?