Hi, just want to say I bought Rizom last month and I can't be happier, I haven't touched in 10% of the tools yet, but it already made my workflow 100% better! god bless topocopy !
Just started learning Rizom 30 minutes ago and i'm already getting better results then with any blender addons i was using before. Your software is incredibly useful and the Basics videos are very helpful for learning it!
I’m right behind ya. Make a buetiful crossbow, high and low poly, got to the UV layout and realized these Blender tools just aren’t gonna cut it. It’s time to learn lol
I love this! Ever since Clinton Crumpler in a "Intro to Unreal Engine" course on CMGA, demonstrated how to use Rizom in unwrapping a midpoly-highpoly mesh effortlessly, I was hooked lol! You have so much epic hotkeys & tricks to make UVing a fun activity, lol. ^_^ You've given me a sense of control over the process. Thank you!
So good, @RizomUV. I think I'm going to incorporate this in my Blender-based pipeline. I understand there's an add-on for bridging mesh objects between the two. That would be great, if the workflow could be as seamless as possible.
This is great, thank you for the tutorial. I wish I had seen this kind of easy quickstart last month when you had the summer sale going on. Hopefully there will be a Black Friday sale this year so I can buy a perpetual license of Rizom. Money is a little tight right now, but the good tutorials make me want to switch from Blender to Rizom for UVs.
you Australian am i right? Thanks for the tutorial. i was told about this program today and wanted to see more this is looking promising to add to my pipeline!
If you choose Blender mouse preset configuration you can change the select button from RMB to LMB just clicking with LMB above RMB text and so on to others mouse interactions 😉
when I press p for packing I get a n error, WARNING: "Packing overflow. Some islands or groups cannot fit in tile with the requested Texel Density and/or scaling constraints. Please lower the target texel density, or increase the texture map resolution, or add tiles or increase their dimensions, or release Min. Scaling constraints."
This is not an error, it's just information about why islands cannot be placed in the tile. This is a result of your scaling settings or your Texel Density Target.
the fact that im getting ("WARNING: "Packing overflow. Some islands or groups cannot fit in tile with the requested Texel Density and/or scaling constraints. Please lower the target texel density, or increase the texture map resolution, or add tiles or increase their dimensions, or release Min. Scaling constraints.")when i press "u" to unfold just a little cube is wild. I lowered the TD but it didnt work. Im indeed in Virtual Space.
It's probably because you've messed around with the settings, without understanding them. Virtual spaces just works out of the box (doesn't give this warning) I suggest you open preferences, scroll to the bottom, reset preferences. Then try again.
13:20 Is there a reason you left the checker pattern Not matching up because if you have a texture that isn't seemless It's gonna definitely look screwed up.
This is a common misconception among beginners. If you are authoring or applying your texture in Substance Painter or Marmoset, you texture will be reprojected in the UV space.
Hi guys, is this worth adventuring? The interface seems a bit scary compared to Maya. Looks like you can get better results, but are they faster as well? Thanks
Don't let the interface scare you. RizomUV is actually quite simple to get quick results, but there are plenty of options if you want to get more advanced.
Well It Is Kind Of Complicated, You Have To Know And Understand Well What Type of Geometry It Self Before You Decide Where To Cut the Seems, I'm Curios About the Workflow If We Bring Scanned Object That Hasn't Been Optimize And Retopology
You can learn it. If you set up an account at Rizom-lab.com, then download RizomUV, you have a 30 day unrestricted trial, then after 30 days, you can still use it to learn, but cannot save / export your work.