Hello all,
I just completed my procedural UV+Texturing tool:
Documentation:
http://www.twandegra...Vgen_Manual.pdf
Orbolt page:
http://www.orbolt.co...raaf::TdG_UVgen
The UV's generated are suitable for the use in video games, alternatively, they can be used as a base to manually edit. The process is almost completely automatic, with various settings to suit particular needs.
Apart from UVs, the generator is also capable of creating base-textures, to speed up the texturing process.
UVing Features:
- 6 axis UV projection.
- Projection based on Smooth groups (or vertex normals).
- Automatic detection and mapping of cylinders.
- UV mirroring across a plane of symmetry.
- Limited support for UV relaxation.
- Automatic detection and overlapping of identical shapes (wheels for instance).
- Automatic UV welding to limit the amount small shapes.
- Automatic UV layout.
- Automatic UV compressing.
- Support for Non-Commercial Houdini licences (UVs can avoid watermarked areas)
- Support for manual tweaking of the UVs.
Texturing Features:
- Reference map, to see which texture area's correspond to the model.
- Limited support for Tangent/Object space normal maps and Bump maps.
- Ambient occlusion map, tries to prevent texture overlapping automatically.
- Highlights/weathering map, tries to prevent texture overlapping automatically.
- Plate map, uses a given angle to divide the model up into plates. (texture changeable)
- Rivet map, uses the same angle to create rivets. (texture changeable)
- Automatic rendering setup.
- Automatic rendering and saving of the layers as separate textures.