![]() ![]() There are several ways to unwrap a mesh the red lines on the cube on the left represent 'seams' which are where I have told Blender to separate the faces so it can be unfolded neatly. The UV layout is the 2D representation of the cube, with each square on the right being a face of the mesh on the left. In this example, the cube on the left has been 'unwrapped' to create the UV layout on the right: For some uses, UVs might not be needed, but it is recommended if you need to add specific details. If the model is not unwrapped then Blender would have to use a different mapping method, but you generally have less control of how the image will be mapped using these methods and I do not think they would be compatible with game engines. It is generally necessary if you wish to texture your object very accurately, either in Blender itself or in an external image editor. When mirror is enabled, now there's a warning if the mesh is asymmetrical.UV unwrapping is the process of 'unfolding' a mesh so that you can create a 2D texture which fits the 3D object. Workaround to avoid a crash caused by blender's new undo system Pins are now resizable, using the shortcut you can change the area of influence, it makes easier to tweak the results without needing to add as many extra pins.įixed a bug that caused pin lines to be drawn under the mesh instead of on top. ![]() Springs are now selectively picked based on topology. The stiffness setting has now been split into three new settings: (Structural stiffness, Shear stiffness and Bending stiffness), those work very similarly to blender's cloth simulation stiffness settings. Stiffness option now doesn't change the number of active springs this creates a smoother result. New Simulation Group option to lock vertices in place based on a vertex group. New plasticity dynamic that makes the simulation more stretchy and adaptive. New Topologic Smooth setting that applies a subtler smoothing while not causing the mesh to shrink. New Quad Smooth setting that applies forces to restore the shapes of quads. Normal tension option has been removed, the new Topologic Smooth setting works in a similar way but is smoother and more stable. The code as been entirely rewritten from scratch.Ī new simulation engine as been created with the rewrite, it creates smoother results and is more flexible (in a literal sense). Its softbody simulation engine is non-physically-based and was specifically built for the purpose of retopology and contains custom dynamics that aim at giving the user control to freely manipulate the mesh while it automatically snaps onto a sculpture\scan. I've put together a few videos that go over the main steps. It has a few sliders that are hard to explain, luckily, they are easy to "get" once you play with them.Īlso, there are a few tricks and tips for to help you tweak your workflow, I recommend you go checkout: The best way to learn how to use softwrap is by trying it.It was created by accident during some random experiments with particle simulations that also led to the creation of Tessleator but has evolved quite a bit since. Softwrap works by running a custom softbody simulation while snapping in a way similar to the shrinkwrap modifier.If you are in need of a human basemesh, you can get a free one which I made, even if you don't purchase this product. Softwrap just reutilizes the topology from similar models which is faster than doing it from scratch. It's meant for retopology but works differently than most retopo add-ons. ![]() Unfortunately I cant offer proper mac support because I dont own a mac to run tests on and cant guarantee it works properly.Ĭheckout the installation guide for details. Retopology is a slow process, so lets not do it more than once! SoftWrap can reutilize previous models as topology for your new models! ![]()
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