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www.rizom-lab.com

A software company that specializes in developing solutions for UV unwrapping and texturing in the field of computer graphics


Their flagship product, RizomUV, is a powerful and user-friendly software application used by artists, designers, and game developers to efficiently unwrap and manipulate UV layouts for 3D models. RizomUV offers advanced features and tools that streamline the process of creating optimized UV maps, allowing for improved texturing and rendering results. The software is widely used in various industries, including gaming, animation, visual effects, and product design.

RizomUV’s strength is that it is built for speed of workflow. It can unwrap in seconds, pack in seconds, optimise in seconds, thereby reducing the hours you spend UV mapping in other applications into minutes. This frees you up to spend time where it matters: Your art. RizomUV VS is a full-featured UV Mapping application, with features surpassing most offerings currently on the market. Whereas its sibling, RizomUV RS ((Real Spaces), is for CAD space RizomUV VS (Virtual Spaces) is the UV Mapping application for the CG industry, from indie stills to games you’ve played or movies you’ve seen.

Art by Cedric Seaut

RizomUV RS is a full-featured UV Mapping application, with features surpassing most offerings currently on the market. Whereas its sibling, RizomUV VS (Virtual Spaces), is for CG, RizomUV RS (Real Space) is the UV Mapping application for manufactured products needing real-world coordinates. It is dedicated to engineers and designers specialized in real-world applications such as laser surface texturing, pad printing or in inflatable structures design. It has been designed as a CAD application, in which the UV space plays as an engineer sheet, containing UV mappings automatically generated from your original 3D model and your guidelines.

If you need the speed and ease of the Rizom standalone unwrapping application integrated into your in-house pipeline, you can easily do that via using the C++ Library (also known as the SDK). It contains almost all the features of the standalone applications, CAD included and allows you to use its algorithms and APIs your way. It contains the famous and fast unwrapping algorithms, which you can use with or without its famous auto seam functionality. It also comes with weight map controls, some of the tightest packing algorithms and controls on the market, as well as topology copying for edge and mesh, symmetry and of course the team runs continuous integration. 

Art by Cedric Seaut

Rizom-LabRecent articles

How to Sculpt and Texture a Semi-Realistic Herbalist Backpack

Konstantin Kusakin spoke about the workflow behind the Elven Herbalist's Backpack project, explaining how he focused on the composition, how he sculpted the other elements in the backpack, like the crystal and the amber sword, and discussing how he textured the leather.

Making of a Modular Gothic Environment with Procedural Systems, Trim Sheets, & Custom Shaders

Rustam Zhukov talked to us about the Hell Gates project, discussing how he built a modular Gothic environment using procedural systems, custom trim sheets, Substance 3D Designer materials, and lighting in Unreal Engine 5.

Turning an Animal Into a Realistic War Machine with a Retro-Style

Marco Lombardi discussed the workflow behind the Mech Chick project, talking about how the idea started, how he designed it directly in 3D, and explaining how he textured the machine with a worn look.

Designing and Animating a Cute Robot for a Game Prototype

Paul Thureau and Adiyar Aidarbekov shared the workflow behind the Loot 4 Coconut | Robot, talking about how the project started as a study to then become a game prototype, and detailing how the robot was modeled and how they used the Locomotor plugin to animate it.

How to Build an Atmospheric Environment Using ZBrush, Unreal Engine & Substance 3D

Max Bainbridge shared the workflow behind the Mountain Pass project, talking about the composition and the inspiration, discussing how he sculpted the rocks, the embankments, and the ruins, trying to achieve a hand-crafted look.

Reinterpreting a 2D Concept in Three Dimensions Using Blender & Substance 3D

Rubiano Basquera talked about the creation process of the System Error project, explaining what his inspirations and references were, and detailing how he modeled the character and handled the texturing with different materials.

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