Unknit Devs Show Automatic Unwrapping
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awesome

Many thanks for share 80.lv!

by Ayato
4 hours ago

features ? :))))))) , its long time that 3dsmax , maya and other autodesk tools are dead

Unknit Devs Show Automatic Unwrapping
20 February, 2018
Materials
News

Nobody likes working with UVs, so some clever developers are making AI do all the hard work.

Motiva is currently hard at work on a new UV unwrapping tool Unknit for 3DS Max and Unreal Engine. It minimizes the number of UV islands and maximizes the usage of UV space. Basically, it’s a real lifesaver for game artists.

This week the developers published some of the UVs done by the program over at Motiva Blog. Check them out! The results look really interesting.

Robot unwrapped Unknit
Robot unwrapped using state of the art tools
Jeep unwrapped using Unknit
Jeep unwrapped using state of the art tools
Creature unwrapped using Unknit
Creature unwrapped using state of the art tools
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6 Comments on "Unknit Devs Show Automatic Unwrapping"

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AnhemseDevil2
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AnhemseDevil2

awesome
i would be very happy if this can be there for cinema 4d

Jan
Guest
Jan

WOW! Really nice tool. It would be great to have this in Blender 🙂

kelmerdier@live.fr
Member
kelmerdier@live.fr

@Eric Claeys
IT still can be interesting to make a first draw with unknit, reoptimize yourself to get proper UVs for painting and then pack with Unknit. So you get good UV and Good texture space.
And you’re right about not “simply optimized texture space” because when you see the jeep UVs, when the texture will be applied, it will be kind of ugly due to the fact that neither part are pixel aligned !

Erika
Guest
Erika

It would be much better if they added a checkermap texture to the models so we can see how the UVs actually reflect on the model, not just the packing of them. But oh I wish so bad this was something for Blender… or that I could afford the one available for Blender haha

Eric Claeys
Guest
Eric Claeys

The Unknit examples utilize the space better (simply a better packing algorithm) but the unwrap itself would be useless to work with. The circular shapes are clearly severely distorted and the random seam choice would make editing/hand-painting anything impossible. Unwrapping is so much more complicated than simply ‘optimized texture space’.

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