Hast mich überzeugt. Geilet Teil! Sehr streamlined, tolle UI/UX, heftigst geile unwrap algorithmen. Wahnsinn in so einer Zeit zu leben. Die Tools werden immer reifer und schreiten voran, gerade die jüngere Generation, die die staubig, komplex-rigiden workflows der Vergangenheit mit ihrem clutter und unnötigen Aufwand zurücklässt und weg-modernisiert bzw weg-intuitiviert. Einfach geil.
Super, danke. Ich habe nur noch nicht verstanden, wie ich die Islands alignen kann. Wenn ich ein Muster habe, wird das ja sonst kreuz und quer projiziert und läuft nicht durch. Ich kann sie mit der TAB-Taste drehen und zoomen etc., aber wenn ich sie packe (P), sind die Änderungen weg. Und wenn ich "Lock" wähle, kann ich sie nicht bewegen. Hast du einen Tipp?
da gibt es wahrscheinlich mehrere Möglichkeiten je nach Fall - einige Funktionen im 'Align' Panel wie Rectangularize Polygons können helfen, oder wenn du alles selbst schon von Hand rotiert hast gibt es auch Pack Translate (unter Pack, Shift+P) das die Rotation der Islands nicht verändert
Hm, what's the advantage of using this over the built in uv editing nodes in Houdini? Seems like everything it can do I can also do there just as fast if not faster.
I don't have a lot Houdini unwrapping experience so I cannot compare Houdini with Rizom but I find it faster and cleaner to do uv's in rizom UV than in 3ds max. This is especially imortant for assets to be used in Unreal/Unity and less for offline rendering work - and I think Rizom is also more used in the game industry. The teapot in the tutorial is just a simple model to explain the general techniques in rizom UV and not to impress anyone - also I hope every 3d software is capable of unwrapping a teapot...
Great tutorial! Could you please tell me, is there a way I could export the unwrapped map directly to Map channel 2 in Unwrap UVW modifier. It automatically goes to channel 1 when I save it. What I do is, I save it as a .uvw map, and load it to channel 2. But if I could direct it to channel 2 right after I save it in RizomUV, it will save some time.
There is a extended version of the rizom uv bridge which makes it possible to work with UV channels 1 to 99 - unfortunately the programmer stopped selling the script atm but here is the gumroad link maybe it is available again in the future: gumroad.com/l/Unfold3dMax_Bridge_ExtendedEdition . But there is a bit faster way to transfer the uvs vom channel 1 to channel 2 in 3ds max without saving it to a uvw map: if you add an uvw_unwrap modifier to the object and change the map channel parameter from 1 to 2 you'll get a "change channel warning" box - here you can use the button to move the UV coordinates to the new channel.
@@deepframes-3danimationforp180 Thank you for the reply. That's unfortunate the script is not currently for sale. Otherwise it would have been so much helpful. Update: There's a way to direct the map directly to channel 2. If someone is looking for a way, here it is. On the right hand side of RizomUV, there is a tab called UV Channels. There, you get an option to create UV channels. Create a new one, name it as UVChannel2 and set it as current. Then when you save it after unwrapping, there will be two channels created in 3ds max. One for channel 1, which is the texture map, and the unwrapped map will go to channel 2 automatically. Then, only you have to do is to convert the object to editable poly/mesh ect. and it will be saved to separate channels.
sorry, I never had that issue and without a picture it is difficult to give advice... maybe post a screenshot in the rizomUV forum or the facebook group
sure you can do UV's for a teapot in any 3d package - I just find doing UVs in rizomUV more convenient and faster than with 3ds max's UVs tools especially for more complex models.
RizomUV... the LIFE SAVER! :) Thanks.
This software literally is a blessing! Thank you so much for explaining so beautifully
Hast mich überzeugt. Geilet Teil! Sehr streamlined, tolle UI/UX, heftigst geile unwrap algorithmen. Wahnsinn in so einer Zeit zu leben. Die Tools werden immer reifer und schreiten voran, gerade die jüngere Generation, die die staubig, komplex-rigiden workflows der Vergangenheit mit ihrem clutter und unnötigen Aufwand zurücklässt und weg-modernisiert bzw weg-intuitiviert. Einfach geil.
welche tools sollte man heutzutage benutzen und welche nicht?
Type "mono" and activate "Mono Audio" for the video. Your right ear will appreciate it
Thank you.. Wonderful and simpfly explanation...
i want buy this currently not available
Klasse, danke!
If one does not have a bridge addon.the fbx format will work with rizom?
Thanks man!
it's very simpler if you cut literally every polygon and make it an island! 😂😂😂😂 I think you should do more than just cutting every red area!
2:06 Ich habe diesen griff kopiert, aber auf 2:21 wenn ich in Edge Mode gehe verschwindet es.
hi, how to unwrap cloth?
similar principles apply - set the seams first in edge mode, then unfold the patches and pack everything together
Thank you)))
Super, danke. Ich habe nur noch nicht verstanden, wie ich die Islands alignen kann. Wenn ich ein Muster habe, wird das ja sonst kreuz und quer projiziert und läuft nicht durch. Ich kann sie mit der TAB-Taste drehen und zoomen etc., aber wenn ich sie packe (P), sind die Änderungen weg. Und wenn ich "Lock" wähle, kann ich sie nicht bewegen. Hast du einen Tipp?
da gibt es wahrscheinlich mehrere Möglichkeiten je nach Fall - einige Funktionen im 'Align' Panel wie Rectangularize Polygons können helfen, oder wenn du alles selbst schon von Hand rotiert hast gibt es auch Pack Translate (unter Pack, Shift+P) das die Rotation der Islands nicht verändert
@@deepframes-3danimationforp180 Super, danke :-)
Hm, what's the advantage of using this over the built in uv editing nodes in Houdini? Seems like everything it can do I can also do there just as fast if not faster.
I don't have a lot Houdini unwrapping experience so I cannot compare Houdini with Rizom but I find it faster and cleaner to do uv's in rizom UV than in 3ds max. This is especially imortant for assets to be used in Unreal/Unity and less for offline rendering work - and I think Rizom is also more used in the game industry. The teapot in the tutorial is just a simple model to explain the general techniques in rizom UV and not to impress anyone - also I hope every 3d software is capable of unwrapping a teapot...
Great tutorial! Could you please tell me, is there a way I could export the unwrapped map directly to Map channel 2 in Unwrap UVW modifier. It automatically goes to channel 1 when I save it. What I do is, I save it as a .uvw map, and load it to channel 2. But if I could direct it to channel 2 right after I save it in RizomUV, it will save some time.
There is a extended version of the rizom uv bridge which makes it possible to work with UV channels 1 to 99 - unfortunately the programmer stopped selling the script atm but here is the gumroad link maybe it is available again in the future: gumroad.com/l/Unfold3dMax_Bridge_ExtendedEdition . But there is a bit faster way to transfer the uvs vom channel 1 to channel 2 in 3ds max without saving it to a uvw map: if you add an uvw_unwrap modifier to the object and change the map channel parameter from 1 to 2 you'll get a "change channel warning" box - here you can use the button to move the UV coordinates to the new channel.
@@deepframes-3danimationforp180 Thank you for the reply. That's unfortunate the script is not currently for sale. Otherwise it would have been so much helpful.
Update: There's a way to direct the map directly to channel 2. If someone is looking for a way, here it is.
On the right hand side of RizomUV, there is a tab called UV Channels. There, you get an option to create UV channels. Create a new one, name it as UVChannel2 and set it as current. Then when you save it after unwrapping, there will be two channels created in 3ds max. One for channel 1, which is the texture map, and the unwrapped map will go to channel 2 automatically. Then, only you have to do is to convert the object to editable poly/mesh ect. and it will be saved to separate channels.
when i import mesh to Rizom, the mesh become red, how can i change that color?
sorry, I never had that issue and without a picture it is difficult to give advice... maybe post a screenshot in the rizomUV forum or the facebook group
bro your audio is on the full left size. Super frustrating. You should fix and re-upload
ist rizoomuv umsonst?
nein, es ist nicht kostenlos - es gibt aber eine demo
Max UV wrapping too complicated, i liked RizomUV a lot
Nice
thankyou
Base.
Your audio only on one side is so annoying
you're right - unfortunately I realized it after uploading
seriously???i can make the SAME with blender
sure you can do UV's for a teapot in any 3d package - I just find doing UVs in rizomUV more convenient and faster than with 3ds max's UVs tools especially for more complex models.