Rizom UV: UI Overview
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- Опубликовано: 4 окт 2024
- In this RizomUV Video tutorial we take a look at the user interface and go through some of the UV tools and their functions, this video is intended to be an overview of RizomUV in preparation for more in-depth tutorials.
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BEEF DOCTOR: / @beefdoctor
your tutorial is hundred times better than official site tutorials thanks!
This is the most comprehensive tutorial I've found on the newest version. Thank you.
Thanks very much
This is the most comprehensive tutorial ever :D
@@DIGITALMEAT we need more teachers like you. a properly planned tutorial going from one step to toher. loved it when u did unwrap and then said this brings us to packing. awesome .
@@haneetkhanna1883 - Thanks 😍
Watching this, I understand uvs better in general. In fact made it easier for me to unwrap in other software.
I'm not done watching your video, but I must (before something stops me from doing it...) thank you! The way you explain is beyond clear and extremely professional. From a professional to another, thank you! :)
Thank you! I'm glad you are finding these tutorials helpful :D
Vielen Dank für das super Tutorial. Ich hab drei Anläufe gebraucht mit Rizom und kam einfach nicht zurecht. Nach dem Tutorial .... oh man es ist so einfach und GENAU was ich erhofft hatte. Super gut. Gekauft!
Nice one!
Really good introduction video. I am familiar with unwrapping, but new to Rizom UV. Just what I needed.
Thanks 🙂
The best Unfold 3D tutorial online! Thank you so much!
My pleasure :)
What an excellent intro to this software, thanks a lot for this!
No problem, if you go to my playlists you'll find one for Rizom UV in chronological order :)
Very well explained, without a doubt it is one of the most intuitive applications I've seen in a long time
Thanks, and yes, I think so too
that was quiet a tut thanks alot man
Each of us is free to give our opinion but... I can't understand why there are 6 dislike!
I feel lucky to have discovered your YT channel today!! (new sub)
Thanks, much appreciated :D
Best Unfold3d tutorial ever. Bravo!
We don't say the "U" word around here anymore 😅
You do an incredible job explaining the very basics of this application. Keep it up and thank you!
Fantastic, very helpful video.
Very well and clearly explained. Helped me a lot. Thank you.😉
I've never heard the word texel, learn something new everyday I guess. Thanks for the info, this should help me jump in more properly.
very useful thanks
That was an awesome tutorial. Thank you.
Just what I was looking for. Great presentation, well articulated. Thank you!
Great tutorial!! Perfect overview of how use this software. Pity there is no other videos about other features and workflows. Love to see more :-)
I'm currently making another one :D
Great!! I am looking forward to it.
I'm uploading now
Fantastic :-) Will you do more or this is last for now?
I'll be doing more
Great lesson! Thank you!
This was really helpful thank you and cant wait for more tutorials.
Thanks :D
Nicely explained! thank you
Superior, thanks.
Thanks.
you're the best, thank you
thank you! waiting for more (:
Thank you so much
Thanks for the tutorial. Your voice sounds a lot like Tom Hardy's
thank you, you are great!
Go in packing properties and select AUTOFIT if your uv's and not in UV tile grid
you really deserve sub :) you got me
Is this the new series of unfold. I'll be on the lookout for more to come
Thanks..
Yes Unfold3D is now called RizomUV
U just made them a sale!
I hope you will do this same video updated for the 2020 version!
As I like, awesome
Just perfect tutorial and amazing software! I have a question is there a tutorial that deals with how you handle a model with several sub models? Like a face as one model , hair as another and a hat and a third sub model but all saved in one file ?
There are more tutorials coming
😍
Thank you so much for your tutorials. Im starting with Rizom and so far this is so good, I'm happy to learn with such a great Uv master! One quick question, I have issue with the UI scale panel which is way too small. Do you know if I can scale it up? I didn't find anything in preferences and on the web.
Thanks, I'm glad you are enjoying the tutorials. what do you mean by the "UI Scale Panel"? There is no panel in Rizom UV with that name.
@@DIGITALMEAT Thanks to you! Yeah my english is not the best. I meant the size of the icons and font. I know that on some other softwares, you can scale Up or Down all of that (this is often an issue with 4k screens) Here is a screen capture of how it look like www.dropbox.com/s/0mu2ixocse99626/interface.png?dl=0
This is like twice times smaller than what you have.
Thanks for the nice explained tutorial. Where is the auto UV function hidden? Can't find it yet.
right hand side under "Full AUTO UVs"
Great videos! I went through all your tutorials! but I'm just wondering if there is a relaxing tool like 3Ds max?
If the relax tool is what I think it is, then you probably want the optimise tool or brush.
Very good, but WHERE IS THE DAMN MANUAL??
It doesn't have one, that's why i'm making tutorial series for Rizom Lab
DIGITAL MEAT Sorry, but video tutorials are not a replacement for an in-detail manual.
If I want to fix a car, I don't ask for driving lessons.
I want to know what EVERY function does, not what someone decides to show me.
It's a bread and butter software procedure.
you better email the developer then buddy
DIGITAL MEAT Why bother? Developers never listen.
Short and maybe stupid question: Which version should I use as an ArchViz artist, who also wants to use his creations for GameDev... RizomUV Virtual Spaces or RizomUV Real Spaces?
when I clicked the checker texture option. the texture is so small that I can't even see it. how to scale it up?
Pack your islands, it should look ok after that.
I'm a newbie and I don't know how to fix this error. I'm using Zbrush and know some blender.
WARNING: "Packing overflow. Some islands or groups cannot fit in tile with the requested Texel Density and/or scaling constraints. Please lower the target texel density, or increase the texture map resolution, or add tiles or increase their dimensions, or release Min. Scaling constraints."
yeah i get same issue, how did you fixed it?
//edit I have worked it out at the beginning on importing my UVs i have clicked something wrong, dont remember anymore what but joined Rizom UV discord (they will check if you got legal licence- i had trial) and one of Devs kindly helped me out.
@@Veritanky did you get it ?
As a heavy user of Headus UVLayout I can only say... bye bye UVLayout
Little Sad cuz its been years for me using UVlayout but, Yea, absolutelly x_X
I have been using Uvlayout for years but the price is too high and the UI is ancient! I think UVLayout is on the way out!
Why does a text box with a description of the tool appear on each tool?
You've kinda answered your own question. It lets you know what it is.
@@DIGITALMEAT How do I remove it?
when i press pack it does not align it on the grid. the grid is very small
What do you mean by the "grid" (UV Tile) is very small? it's always 0 - 1
What's the diff between this and Unfold 3D? The website is extremely confusing
RizomUV is the new name for Unfold3D, it has lots of new features
How do you know where to Cut?
Good question! It's a combination of things really. First and foremost, you want to reduce "UV Stretching", Rizom UV has a stretch map, so if things are stretched or pinched, UV's will appear red or blue to let you know. You don't want stretching because it means that when you create a texture later, that texture will be stretched.
You may also want to arranged your UV's based on material. So if you want all your metals in one area of your UV tile, this will dictate how you cut your object to some extent.
Here's a link to my full playlist if you haven't already seen it. ruclips.net/p/PLhv312e45up85vss8gC2jAxxlEq9UiO7t
@@DIGITALMEAT how come when I import my c4d model the UV map is always huge and is no confine to inside the tile or even close. I then try to shrink this down using transform tool. It then turns red.
@@Willopo100 - That's because your object already has a UV tag in Cinema4D and it's being imported into RizomUV, if you want to start fresh, make sure the "new UVW" option is checked in the Rizom Bridge settings.
why it doesn’t work, select the necessary polygons and press flatten as in 3dmax, but you first need to create the seams and then flatten it, cannot it be put into one button Unfold?
You have to create seams so Rizom knows how to unfold it
When I press P it doesn't fit into 1:1 UV space. Why is that happening?
nevermind found the solution. I clicked Fit first and then Pack.
@@xSpiiXeL - In the "Packing Properties" panel, make sure Auto Fit is toggled on, that should sort it out.
@@DIGITALMEAT thank you! Really great tutorial also :)
@@xSpiiXeL - Thanks
The UI is very small on a 4K monitor? Any idea how to fix this?
I don't unfortunately, maybe you can find an answer on the Rizom forums forum.rizom-lab.com/
Hi there! I am curious,is there a way to import models without Rizom triangulating the model? I tend to see my polygons have a extra edge running through each polygon, and it cause my mesh to double in polys and it tends to be a bit harder to do double click sections because the lines selected run through the zig zagging of edges. Jut want to be able to export a mesh from 3DS Max and have it be the same way in Rizom.
This issue has nothing to do with RizomUV, it's an issue related to how you're exporting your model from 3DSMax. When you export an FBX from 3DSMax, uncheck the "preserves edge orientation" option. Hopefully that should work.
@@DIGITALMEAT Yes I think you are right. I actually changed the file type from FBX to OBJ and kept preset to "None". That fixed the issue. :) I will also try your suggestion and see if that works for FBX. thanks for the quick response. :)
Isn't c4d cost a lot. Why need another common tool like if.
sorry, I don't understand what sentence means
So the optimization function is similar to pelt map?
What do you mean by pelt map? are you talking about a function in different software?
@@DIGITALMEAT yeah in 3ds max theres a pelt map function. elsewhere maybe aka "relax"?
@@NickelCityPixels - Yes, the Unfold button is more like the Pelt Map, and optimise is like the relax function inside the pelt map dialog.
@@DIGITALMEAT ok thanks!
Can you tell me if I can use it without bridge software and just import\export as an obj. or fbx. ? I tried it using model i made in blender but it doesn`t seem to save the UVs when I save the file. I`m trying to understand where the problem is, that why i`m asking about bridge.
Yes, Check out this other video I did (I export without bridge at the beginning)
ruclips.net/video/1_oLoWgybXY/видео.html
@@DIGITALMEAT thank you very much for your answer. You're a life saver :)
your voice is identical to Liam Gallagher voice
well if the software wouldn't crash all the time handling SLIGHTLY more complex meshes (i mean the meshes aren't even complex, it's just several cubes in one mesh, branches unconnected to their parent stems, they build up a tree, ~8000 faces which should seriously be possible to handle) and if it would actually be fast (it seriously slows down exponentially the more high quali the mesh is) I would have bought it but this software seems to unstable and ye only maybe useful for low poly stuff and absolutely not-complex meshes. I don't dislike it for crashing on a 2 million faces mesh, but would be great if even such meshes would be supported. And it would also be great if the error would be caught as well. I like the application in general even though I could htink of some really useful additional unwrapping algorithms (meaning the algo you use to select the edges for making seams). It's nice with the pelt and tree unwrap options, but I miss some like islands by size maybe, islands following the form of the object (not every object is a tree or a human), normal/angle (not sure if you do have it or not), maybe even a paint mode and the algorithm then tries to follow the painted lines based on the edges of the mesh intelligently etc, i mean a little imagination and you surely come up with more possibilities of unwrapping... so far the software has wasted more time than it saved by crashing or not being as useful as hoped wiith the unwrapping functionality. I'll only try using it on more complex objects as I'm faster doing seams by hand for easy objects and there the Rizom crashes mostly or makes ugly seams. I think the most time saving options in this software (placing seams for unwrapping) should get more love here. This is the most annoying part of it all but gets only some little settings in rizom which in my opinion is not enough yet.
I honestly haven't experienced anything close to the problems you seem to be encountering, It makes me wonder if this could be related to hardware?
You seem to be under the impression that I'm the developer of this software, I'm not.
You might be better off talking to the actual developers at: www.rizom-lab.com/contact-us/
Is there a Mac version of the exporter? I have just bought it, tried to export and then realised it's Windows…
I think it's windows only for now, sorry dude
and how do i delete a cut saems ? ( i mean not "undo" )
Select the cut and press "Weld"
THX 😃👍
no probs
Make exporter for Blender. U'll became wealthy man in no time )
I never understood the purpose of those 3rd party apps for unwrapping. I can somewhat understand why people may want to use something like that with C4d because it has terrible uv editor, but for 3ds Max, Maya or Blender uvmapping isn't a problem. The only thing you need to do is just to cut your model properly and after that unwrap the model with a single click.
You should check out my "seams & cuts" video, there are things Rizom UV does that other solutions just don't do. I've used 3dsmax daily for the last eight years, between crashes for no reason and the buggy and horrible UI i'll take Rizom UV any day. Mayas UV unwrapping is fine, and that's because Rizom UVs unwrapping algorithm is being licensed to them. Maya ships with the Rizom UV solution built in.
@@DIGITALMEAT well those magic algorithms were discovered long time ago they either use some modifications of LSCM or ABF, and there is no magic going on behind that. Flattening of the uvs is a compromise between seams/distortion and you can't do any better while you are trying to unwrap 3d object into a flat piece except adding more seams. Speaking of Maya, in version 2017 AD simply copied the uv toolbox from 3ds max which was added in 2011 or 2012 version, there are the same tools: aligning, relaxing, stitching, rotating mirroring, quick peeling with pins, freezing, brushes and stuff like that. So i don't know what's wrong with built in uv editors. But i will watch your video about seams hope there will be something mindblowing))) but i doubt. My oppinion about those third party tools is that they are made for lazy people who haven't learned their main app and who are constantly seeking the "magic button" for everything, while it's already there.
@@Grom84 - Dude, i'm not trying to have an argument here, if you don't like 3rd party UV unwrappers then don't use them. As for those "magic algorithms", I am in regular contact with the developer of Rizom UV, and the maths behind his unfolding method is exactly why Autodesk have licensed his libraries and algorithm to be included in Maya as standard. Here's their page on it. Unfold3D is the old name for RizomUV btw.
knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-Modeling/files/GUID-039FFDA5-3AC5-4CCF-A53E-546CCA6439FC-htm.html
@@Grom84 - Here's a link to RizomUVs C++ libarary if you want to poke around a bit more.
www.rizom-lab.com/products/rizomuv-library/
@@DIGITALMEAT I know, i tried unfold like 10 years ago, at that time it was somewhat useful when 3ds max had that pelt mapping and who knows how things were in maya, but as i said today everything is already there inside standard uv unwrap editors .why bother with that import-export crap, developing a habit and adopting to new ui and stuff if it's not giving you any edge in making uvs faster?