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 Unwrella - the new Texture Unwrapping Plug-in for 3D Studio Max!

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Toxico
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PostSubject: Unwrella - the new Texture Unwrapping Plug-in for 3D Studio Max!   Fri Oct 03, 2008 7:50 pm



Unwrella is an exact unwrapping plug-in for 3D Studio MAX. It is a single click solution which allows you to unfold your 3D models with exact pixel to model surface aspect ratio in the fastest way.

Unwrella has been designed to speed up the Realtime graphics UV mapping production significantly while producing optimally unwrapped textures at the same time.



:: Automatic one-click solution - Just apply the Unwrella modifier
:: Smart - Reduces texture mapping seams almost completely
:: Optimal - Creates maximal number of large chunks
:: Efficient - Arrangement of chunks wastes no space on the UV surface
:: One-to-one Layout - Minimizes surface stretching
:: Excellent for all kinds of models (organic, human, industrial)

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PostSubject: Re: Unwrella - the new Texture Unwrapping Plug-in for 3D Studio Max!   Fri Oct 03, 2008 7:59 pm



What is Unwrella?

Unwrella is a fast and effective texture map unwrapper. It is designed to allow 3D artists to easily deal with large numbers of objects that need to be unwrapped. With a single mouse click artists can now unfold low and high-poly objects and produce UV Maps with an exact 1:1 stretch ratio and optimal UV space utilization. This type of “texture seam and surface stretch reduced mapping” allows for displaying of nearly seamless textures and normal maps in realtime engines or any other type of 3D production.


Last edited by Toxico on Fri Oct 03, 2008 8:01 pm; edited 1 time in total
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PostSubject: Re: Unwrella - the new Texture Unwrapping Plug-in for 3D Studio Max!   Fri Oct 03, 2008 8:00 pm

Why do I need Unwrella?

Because time is money, and we all know how long it takes to properly unwrap dozens or sometimes even hundreds of objects in a scene. Now imagine that you can select all of them, press “Apply Unwrella” and they get automatically unwrapped with optimally calculated UV maps, ready for your production.

Because you are tired of fighting with the seams in your textures and normal maps to prevent them from emerging in realtime 3D engines, where they would decimate the quality of your models. Those seams occur mostly because the classic way of manual unwrapping and pelting can never generate exact pixel mappings on the chunk borders (their sizes and orientations usually differ) and will therefore generate ugly and visible seams on the connection edges, since the pixels from one chunk are mismatching with the ones from its adjacent chunks.

Because you don’t need to bother about the arrangement of the unwrapped chunks: Unwrella does this automatically. Unwrella distributes them in realtime to ensure optimal utilization of the available UV surface.

Because you will get much less chunks than you would by using other automated UV unwrappers (i.e. the 3D Studio MAX built-in Flatten UV). This offers a reduced number of seams and minimal wasted texture space while still providing the best possible pixel ratio.

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