I have gotten some requests for the Automatic UV Unwrapping tool that I showed at GDC. (Or more like doubts about its existence) The tool is not completed but I'm now releasing a tech demo that you can download and play with. Download it here.
If there is enough interest I may make it in to a proper tool. Since I'm tired of typing, and since you will no doubt fail to get the demo running unless you read it, ill paste in the read_me.txt text here:
To run the demo:
-1. click 1_verse_server.exe to start the verse server.
-2. click 2_upload_uv_demo.bat to upload some example objects to the verse server.
-3. click 3_unwrap_demo.exe to run the demo.
-4. optionally you can click 4_LoqAirou.exe to start my modeling tool to edit the data and see the live updates of the UV mapping in the unwrap demo.
The controls for the UV demo is very simple, click "next" to go to the next object, click "settings" to bring up the settings panel, and click and drag the 3D object to spin it around.
Q: How do I edit the UVs?
A: You don't. It does it 100% automatically.
Q: How do I know that this is actually generating UV mapping and not just displaying something premade?
A: Start the modeler, make a change, and see the UV update in real time.
Q: How do I get my files in to it?
A: Unless you have tools that use verse you don't. This is just a tech demo.
Q: How do I get the UV mapped object exported?
A: You don't. Again this is just a tech demo.
Q: I cant use Loq Airou, is there a manual?
A: Yes go to: http://www.quelsolaar.com/loq_airou/manual.html
Q: What is this verse thing?
A: verse is a real time network protocol that lets 3D apps talk to each other in real time. It is very cool. Read more at: http://www.quelsolaar.com/verse/index.html
Q: How is this related to LOVE?
A: It is not, it is part of my larger efforts to make game development faster.
Q: I think the UVs generated by this app sucks.
A: That is not a question.
Q: Why do the UVs generated by this app sucks?
A: UV mapping is a very hard problem and what constitutes good UV mapping is somewhat subjective, If you think you can describe how you think it does a bad job send me an email and ill see what i can do.
Q: Does this demo use pelting?
A: No it does not. It is made primarily for unwrapping complex rather then soft shapes. Lowish poly models of man made objects is what it is best suited for. I'm working on something for soft surfaces.
Q: Who made the objects, and in what app?
A: I did, in Loq Airou. Most of them are assets form my game LOVE, some are demo objects, and some are made specifically to test the UV unwrapper. I have deliberately chosen different types of objects, some showcase very good UV mapping and some of them the problems with the algorithm.
Q: Some objects are very slow to UV map, can you speed it up?
A: possibly, my goal has been to make good UV mapping rather then fast UV mapping.
Q: This is cool, I want to use this in production, how do I get the real thing?
A: if enough people show interest ill make a real version. Why don't you mail me and motivate me?
Q: How much will it cost?
A: My guess is that it will be free, I may take donations. Telling me that you/your company/your boss intends to donate massive amounts of money if i make a real version available may help to motivate me too.
Q: Will you write a plug-in for application X?
A: No, I don't do plug-ins. It will be stand alone. Probably with .obj files as IO.
Q: Would you consider licensing it out to someone who wants to put it in a commercial product or plug-in?
A: Possibly. Again mail me.
Q: Would you consider making it open source?
A: Yes, possibly.
Q: What is your email address?
A: eskil at obsession dot se
Q: And you website and blog?
A: http://www.quelsolaar.com and http://news.quelsolaar.com
Q: Can I get in on the LOVE Beta?
A: No, please, please, stop asking.... Don't stop mailing, but please stop asking...