![]() ![]() ![]() ![]() Mixed with the improved Locking logic, where you can decide to lock the frame, the islands, or both, you can now customize entire layouts based on how you set up your group frames, single tile or UDIMs Select by Texel Density or Distortion To complement this, we worked with the frames surrounding and marking the groups: Frames can now scale group content. With the vast improvements in our packing setups, we also added quality of unwrapping and packing-life to our Grouping functionality: Frequently asked for by our users, we have now implemented labelled, renamable and nested groups. This is particularly handy for game artists. We also implemented a function for allowing independent scaling, so you can scale down large islands to scale down with a bigger factor than smaller ones. If your islands are too small or too big, you can adjust their scale by having Rizom calculate the adjustment of their size based on your texel density settings, taking a lot of the pain out of texel density-based adjustments. We have also created options for troubleshooting your pack. In most cases, this is all you need to do. It's easy to use, as well: Define your scaling mode and factor and run the pack. This comes in particularly handy for trim sheets and LOD-type packing, as well as UDIM workflows. The new scaling options replacing Autofit allow you to customize your packing scale and texel density rather than running one-size-fits-all packs. The team were not sorry to see it go: AutoFit has been replaced by a customizable fitting and scaling toolset, together with nested groups, selection by distortion or texel density, and a slew of other features and improvements making manual and automatic unwraps even more of a snap Introducing Scalable Autofit Functionality ![]() And so, poor, popular AutoFit, was no more. Like killing off one of our most popular features. The overhaul also showed that other changes needed to be made. The focus was on UDIMs, now the game industry is starting to use them more and more. The result was a huge amount of time and effort being put into redoing RizomUV’s packaging algorithms. and categorically state they are not even remotely sorry.īreaking an almost year-long silence, the RizomUV team are finally sharing why they have been very, very quiet this year: It all started by taking a look at what their users needed as part of the 2021 roadmap planning. ![]()
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