Lots to do, but nice to see such a clear tutorial and McNeel going in the right direction with this in Rhino 8. Definitely necessary to avoid a mass migration to Blender!
This video is huge for me! I've always been weak with texturing, and since a significant portion of Rhino is for modeling 3d printed parts, it hasn't been a huge issue. The rest of the time I've just been able to get away with solid materials. I've experimented with the unwrap and UV editor, exported the object, and then used 3D Coat Textura to build an image, but never realized it was possible to edit the curves in the editor. Thanks!
It reminds me of setting up a dot matrix printer in the 1980s. Trying day and night until it finally printed. Compared to Rhino mapping and texturing, it was child's play.
Some day McNeel will replace this hopeless complexity with volumetric texture mapping. In the volumetric texture mapping you adjust scale and direction only. Everything else is automatic.
The border edges are fixed using pin method but what about the inside topology flow. How we will fix it. The uv workflow should be more like polygon/mesh modelling software to fix UV islands.
@@kikuru3 yes - I posted on Rhino Forums and Brian and others responded. Firstly, Rhino on Mac does not currently allow drag and drop of the vectors into the UV Editor. That was opened as a bug. Another member recommended that copy and paste would be a great feature so they added that as a feature request. Meanwhile, you can actually draw the vectors in the UV Editor. It's a little non-intuitive in that you use the drawing tools in the main modeling window palette but you draw in the UV Editor window. But I did get this to work. There was one other issue I had on Mac which resulted in the image being inverted (not rotated 180°) and that was filed as a bug. The fix was to re-unwrap in the Top view and go from there. Top view seems to be important.