What is Unwrella?
Unwrella is a fast and effective UV unwrapper and UV packer. It is designed to easily deal with large numbers of objects that need to be unwrapped. With a single mouse click artists can now unfold low and high-poly objects and produce UV Maps with optimal UV space utilization. The resulting maps are optimized for texture baking, featuring a uniform distribution of pixels over the object’s surface and reduce the visibility of texture seams to a minimum.
|Comparison||3dsmax & Maya||Unwrella 3|
|Automatic quality unfolding of 3d meshes||X|
|Optimal results with minimal texture stretch||X|
|Preserves user created UV Seams||X|
|Advanced UI seams color preview||X|
|Makes seamless textures and normal maps possible||X|
|User defined pixel based padding between UV chunks||X|
|UV-Tile generation for Mari, Zbrush, Modo…||X|
|Advanced options for controlling chunks and texture stretching||X|
|Optimal map space usage with fewer chunks||X|
|Designed for creating UV maps for use in Realtime 3D Engines||X|
|Automated UV generation||X||X|
|UV Map channel swap||X||X|
Unwrella was developed for the high demands of graphics designers in real world production environments and provides a fast, simple and reliable unwrapping solution. It is the first tool of this kind on the market, allowing the unwrapping of 3d models to be done with a single mouse click while simultaneously providing optimal results that combine the minimized texture stretching of automated unwrapping techniques with the efficient space utilization and chunk distribution of UV space that is achieved with manual pelt wrapping methods. This allows users to quickly solve complex tasks like the creation of seamless 3d models, more accurate lightmaps and productive subsequent processing of the UV maps in other 3d applications like ZBrush™ or Mudbox™.
Key features of this new version:
– Unwrella 3 offer 3D Artists instant unwraping and optimal UV packing in self-customizable UV tile sets. Artists can now easily control the number of UV tiles, automatically generate material IDs for each UV tile or unwrap the UV tiles according to material ID settings.
– Compatibility with Autodesk 3ds Max 2015 and to Autodesk Maya 2015
– New simplified web manageable licensing:
Unwrella 3 comes out with the new online managed licensing system, allowing users to transfer licenses with one click to any other workstation. No more waiting time caused due to time-zones or email requests: you can activate or deactivate the license and move it as you wish.
– Unwrella 3 is available now for Autodesk 3ds Max and Maya 2010 or above. The update is free for all registered Unwrella 2 users, a new licence costs € 149,-.
Key features of previous versions:
– Unwrella 2.0 offers full support for manually placed seams and can maintain the manually chosen chart distribution during the unwrap process.
– Enhanced usability due to seam visualization in the Viewports and user selecable colorization of manual and automatically placed seams.
– Unwrapping of meshes with arbitrary polygon shapes (not just quads) has been improved.
Version 2.0 of the Unwrella unwrapping plug-in for Autodesk™ 3ds Max™ 9, 2008, 2009 (each 32bit and 64bit) and for Autodesk™ Maya™ 8.5, 2008, 2009 (each 32bit and 64bit) is now available for sale and as a free downloadable trial version.
Time efficiency! Time is money,and we all know how long it takes to properly unwrap dozens or sometimes even hundreds of objects in a scene. Now imagine that you can select all of them, press “Apply Unwrella” and they get automatically unwrapped with optimally calculated UV maps, ready for your production.
Since the parametrization is entirely automatic, the time usually spent by artists manually unwrapping an object is drastically reduced. It is also usually far more accurate than manual unwrapping. A generated stretch of 0 means that every texel covers exactly the same amount of space on the 3D surface.
Optimizes map space! You don’t need to bother about the arrangement of the unwrapped chunks: Unwrella does this automatically. Unwrella distributes them in realtime to ensure optimal utilization of the available UV surface.
Minimizes visible seams! You are tired of fighting with the seams in your textures and normal maps to prevent them from decimating the visual quality in realtime 3D engines. Those seams occur mostly because the classic way of manual unwrapping and pelting can not generate accurate pixel mappings on the chunk borders (their sizes and orientations usually differ) and the resulting mismatch creates visible seams on the connection edges.