@Jussi_Aaltonen Can you point me in the direction of the render mesh settings you were talking about? I’d like to play around with those to see how it affects the unwrap. I suspect these settings are possibly/probably destructive to existing maps, so if this is going to be one of those things where I have to change the rendermesh settings, and re-unwrap the model multiple times just to find out if the rendermesh settings will work, then this process is a bust. I really like the unwrap tool and the UV editor, but it seems like they are not ready for use exporting to OTHER 3D apps, and since my pipeline is from Rhino to Blender for rendering/animation, I probably won’t use them anymore.
I think I can see what you’re talking about (I THINK), but it sounds a bit like black magic instead of a repeatable process. For any given object that I plan to use outside of Rhino, I need to adjust the rendermesh settings, and even if I get that right, performing the unwrap on the NURBS object does not ensure that the EXACT same mapping will be used on the final export MESH. I can see that in the UV Editor when I edit the UV of the mesh, it does not match the geometry of the mesh, it matches the geometry of the RENDER MESH (Assumption, since I can’t actually SEE the render mesh). If I perform the unwrap on the mesh instead, I get the results I want but marking seams this way is INCREDIBLY tedious to do this for complex models, AND if I later discover that I need to edit the original NURBS object again, or export a more dense mesh, all that mapping I just did is lost completely because I have to re-export the mesh again after I make my changes.
There is a 3dm importer for Blender, that seems to import the rendermesh directly, so in theory, I could build my NURBS model, unwrap it and save it, and then directly import it into Blender, but the mapping info is completely missing once I get the model into blender. I assume this is because the rendermesh doesn’t actually HAVE the mapping info, it’s just used as a BASE to generate the mapping. This is a shame, since this method seems to preserve scaling, orientation and normal direction perfectly, while exporting to OBJ can sometimes affect that stuff.
It would be optimal if I could do unwrapping on the nurbs object (So if I need to export the mesh again later, the mapping info is still there) and have the seams match what is generated from the mesher, without all the vertices flying off willy-nilly. I mean, I don’t know about other people, but I might export a mesh from a nurbs object 10 or 20 times before I’m happy with it. Having to re-unwrap every time is just not something I want to do.
I have attached my 3dm file to this post. I have 2 copies of the model in my file, the NURBS version and the mesh version that I export. I originally mapped the NURBS object, because it’s WAY easier to pick out seams, so both the mesh and NURBS object have the same mapping.
I guess the biggest question I have is WHY the rendermesh has ANYTHING to do with the mapping and later export of the mapping.
AT-ST_right_weapon_array.3dm (1.8 MB)