Could you please do a video on how shell stacking works in Rizom? I work on game assets and stacking shells is an essential part of my workflow, but am a little lost when it comes to doing this in Rizom. Ideally I'd like to stack similar shells automatically the way Maya does, but that doesn't seem to be a feature. Trying to stack-group shells seems to prohibit me from packing them. Would love some video documentation on how this is supposed to work / the intended workflow! Thank you!
@@RizomUV I'm second to that. Can you make a tutorial on this? I've been trying to distribute stacked objects for last 40 minutes and it is just doesn't work no-matter what I do.
Hi guys, when I do my UDIMS I`ve noticed that either uv shells are spread away from each other or a lot of empty spaces between the uv shells. Any Help? Here`s what I do - Unwrap all my 3d meshes indivudually in RizomUV then return them in 3ds Max using bridge. From 3ds Max I select all 3d meshes and using a bridge open them in RizomUV. Then I use Polygone Groups Selector - select all my materials (7 mtl) so I make 7 UDIMS tiles, from Polygroups Selector - Distribute in Tiles... all uv islands got distributed in the UDIMS following TD of 4096 so all of them are not fitting in the tiles... to make them fit I use Polygone Groups Selector - Distribute in Groups then Alt+B (rescale selected items to fit the UV square) and all uv`s fit in all the tiles but obviously either uv shells are spread away from each other or a lot of empty spaces between the uv shells...My question is how to maximize tile area with my uv islands with all my UDIMS?
Really loving the program so far! I did notice if you have something within a group the Island Scaling Factor doesn't work? Is there another option for groups or am I missing something? Thanks for the tutorials!
Hey, I've just bought RizomUV and absolutely love it, I have been only using it for a day and already it's become a must have to my arsenal tool kit. I have a question, sorry it's a bit of a stupid one but once a seam has been marked using the cut tool how do I unmark it? I thought it would be holding the ctrl and pressing the C key, but this doesn't work.
@@bubbleupsoftware7978 - With the "Weld" Tool, in fact it is covered in one of the videos of this RizomUV Basics series: czcams.com/video/8AN32CfCp3Y/video.html
@@RizomUV hmm but his mouse cursor does moves quite smooth in comparisoon to the island (@9:33) Seems like moving and scaling are quite heavy for rizom? It looks like the island is constantly recalculating the entire island while moving or scaling. Just trying to help and point out to a possible issue. Maybe the recalculation could be paused while moving/scaling or approximated and updated once left mouse button is lifted?
John's voice is now synonymous with Rizom UV!
very happy to see tutorials about RizmoUV. thank you
Thank you!
i was waiting for this video. thank you keep sharing such informative videos
Oh we will my friend 🙂
@@RizomUV please make tutorial on how to maintain texel density. (i mean i want the texel density to be same on every part of the model )
That's some neat tool you people have made.
Thank you very much! 😀
Great teaching, thanks for providing.
You're welcome
thanjks
Could you please do a video on how shell stacking works in Rizom? I work on game assets and stacking shells is an essential part of my workflow, but am a little lost when it comes to doing this in Rizom. Ideally I'd like to stack similar shells automatically the way Maya does, but that doesn't seem to be a feature. Trying to stack-group shells seems to prohibit me from packing them. Would love some video documentation on how this is supposed to work / the intended workflow! Thank you!
Samuel here! I'll make a video about this subject 😉
@@RizomUV Thanks so much Samuel!! 🙂
@@RizomUV I'm second to that. Can you make a tutorial on this? I've been trying to distribute stacked objects for last 40 minutes and it is just doesn't work no-matter what I do.
Hello, is there a way to pack only into half of the tile or, pack in rectangular Uv spaces?
You can change the tile shape / ratio in the UV Tile panel at the bottom of the UI 😉
Hi guys, when I do my UDIMS I`ve noticed that either uv shells are spread away from each other or a lot of empty spaces between the uv shells. Any Help? Here`s what I do - Unwrap all my 3d meshes indivudually in RizomUV then return them in 3ds Max using bridge. From 3ds Max I select all 3d meshes and using a bridge open them in RizomUV. Then I use Polygone Groups Selector - select all my materials (7 mtl) so I make 7 UDIMS tiles, from Polygroups Selector - Distribute in Tiles... all uv islands got distributed in the UDIMS following TD of 4096 so all of them are not fitting in the tiles... to make them fit I use Polygone Groups Selector - Distribute in Groups then Alt+B (rescale selected items to fit the UV square) and all uv`s fit in all the tiles but obviously either uv shells are spread away from each other or a lot of empty spaces between the uv shells...My question is how to maximize tile area with my uv islands with all my UDIMS?
Can you join our discord? That way you can share images and I'll get a better grasp of what's happening. Cheers.
discord.com/invite/UjsFx7Y
Really loving the program so far! I did notice if you have something within a group the Island Scaling Factor doesn't work? Is there another option for groups or am I missing something? Thanks for the tutorials!
You are correct! I'm looking into this, thanks for letting us know.
@@RizomUV greatly appreciated!
Hey, I've just bought RizomUV and absolutely love it, I have been only using it for a day and already it's become a must have to my arsenal tool kit. I have a question, sorry it's a bit of a stupid one but once a seam has been marked using the cut tool how do I unmark it? I thought it would be holding the ctrl and pressing the C key, but this doesn't work.
By "marked" are you talking about Selected Edges? or Cut Seams?
@@RizomUV I mean cut seams, I just want to know how to remove them. Thanks
@@bubbleupsoftware7978 - With the "Weld" Tool, in fact it is covered in one of the videos of this RizomUV Basics series: czcams.com/video/8AN32CfCp3Y/video.html
Question: Why does moving elements look so choppy?
It may just the way the video was recorded, because I don't have that issue.
@@RizomUV hmm but his mouse cursor does moves quite smooth in comparisoon to the island (@9:33)
Seems like moving and scaling are quite heavy for rizom? It looks like the island is constantly recalculating the entire island while moving or scaling. Just trying to help and point out to a possible issue. Maybe the recalculation could be paused while moving/scaling or approximated and updated once left mouse button is lifted?
How would I go about stacking UV shells in Rizom?
If they are similar topology, In the Topocopy panel you have option of a group stack.
@@RizomUV Okay awesome thank you very much for the reply :) I'm trying to make the switch from 3ds max to Rizom and so far I'm loving it.
@@LatinoSoulja1 - We're glad you like it!