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3.3 Editors – UV Image Editor – Page 19
Here is a thought on the Unwrap menu entry naming conventions, based of the documentation and the way they are – suggeting an alternative below.
Advanced:Unwrap ABFUseful for organic shapes. Smooths the mesh into a flat surface by cutting along seams.Unwrap LSCMUseful for non organic shapes. Smooths the mesh into a flat surface by cutting along seams.When I started to use this for some unwrapping, I had no idea which was the difference, and less what the accronyms were.Later I find the following:
Angle Based – ABFThis method gives a good 2D representation of a mesh. Good for organic shape.Conformal – LSCMUses LSCM (Least Squared Conformal Mapping). This usually gives a less accurate UV mapping thanAngle Based, but works better for geometric shape.I would like to suggest changing the name to be what they are logicallly: 1. Angle Based Unwrap and 2. Conformal Unwrap OR 1. Organic Unwrap and 2. Geometric Unwrap
Just thought it would make more artistic sense. Thoughts?
:dance:
Thanks for the suggestion Draise. I am against it though.
A graphics artist usually knows what LSCM or Angle Based unwrapping is. And when not then you can google the terms. When i change the name then users doesn’t have a chance to google the terms anymore. No good idea.
Blender is the first instance of those types of unwrapping terms I’ve heard of, to be honest. I’ve worked in animation for years… I googled it and the first few pages is just Blender results. I don’t think this really is a thing in the industry. As far as I know, Modo is one of the main DCC’s (and not even a popular one) that uses the two methods.. I googled other DCC’s breifly to see if it was a thing, and there usually is only one Unwrap feature.
I would even consider this a double entry for the Unwrap, and opt to only have the better unwrapping method as the unwrap feature.
:dance:
Adding the need to search the docs and/or google what apparently is a double entry doesn’t make much sense artistically, and more so that the unwrap features is a technical method to unwrapping, instead of a more global single UV unwrap feature.
Just an alternative suggestion..
:dance:
Maybe there is a simple solution to save the confusion by changing the tooltip. At the moment both are identicle.
:dance:
Hm, i could swear that i had this tooltip fixed already. I remember that i couldn’t separate it, but i think i had added more text. Anyways. We cannot explain the world in the tooltips. That’s impossible.
The vital part is already there. What it is and what it does. It is a special UV mapping algorithm that unwraps your mesh. And the one gives a bit different results than the other. What else do you miss?
Better?
That makes more sense. Thanks for this. I’m sure other artists newbies will appreciate it.
I have started up a 3D generalist animation course that I tutor here in Colombia, so it will make it that much easier to teach someone BFA, while we go through the motions.
:dance:
Oki
The new tooltip will arrive in next Bforartists version
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