
Unfold3D works on OBJ files: use your usual modeling software (XSI, 3DsMax, Maya...) to create your 3D model, then export it as an OBJ file. A 3D object must respect a certain number of modeling rules to be accepted by Unfold3D: see the Modeling rules section for more details.
Warning: when exporting the mesh from your modeling software, do not use the relative numbering mode, use absolute numbering mode instead.
To load your object in Unfold3D: click the
button, and select your OBJ
file. When loading a model, Unfold3D performs a topology validity check
on the mesh, which can take a few seconds for big models. This test
allows to detect irregularities in the model which can lead to
unfolding errors (see Modeling rules for
more details).
Unfold3D will try to unfold your model from an opening line in your model. Before launching the unfold process you need to define this line, by "cutting out" your model (ie: defining seams). Choosing a good cutting line is essential to obtain a good UVs: if your cutting line is too small, you will obtain UVs with a lot surface stretching; if your cut out too many seams, your UVs will be too much disconnected and you will many texture junction problems. Try to place seams in zones of high curvature while keeping the cutting line reasonable small. See the "How to cut?" section for more details on what is a good cut.
Now for the easy part: to unfold your model, simply click the
button!
Unfold3D proceeds by iterating an algorithm to optimize a set of
constraints, and stops when it has reached a certain satisfaction
criterion. During the process, it displays the current UV mapping it
tries to optimize.
If during the course of the computation the unfolding seems good enough
to you, you can press the
button to stop the
computation manually.
In some cases, if the mesh presents too many irregularities,
Unfold3D won't manage to flatten it cleanly. If the computation fails,
click
to reinitialize the mesh, and try to smooth your model or
cut it o3ut some more before retrying to unfold it (see the "How to cut?" section for more details on good mesh
conditioning).
Once the mesh is unfolded, Unfold3D displays the resulting UV
coordinates in the UV window. An unfolded 3D surface always presents
some distorsions, some zones where an applied texture will be stretched
when mapped on the model. Unfold3D highlights the stretched areas in
red: the more intense the color, the higher the stretching.
Unfold3D offers a surface adjusting feature to try to reduce the
stretching: click the
button to apply one
step of the surface adjusting algorithm.
See the Surface Adjusting section
for mored details.
If the mesh is cut out in several parts, Unfold3D will try to pack
them together to optimize the usage of texturing space. You can modify
the parameters of the packing step by clicking
, and fine tune them to obtain an optimal usage of the
texture space. See the Packing
section
for more details.
Once computed the UVs, click the
button to write the UV
coordinates in the OBJ file. You can now import Unfold3D's unwrapping
back in your usual 3D modeling software for further use.