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Wow nice! Why did they made it free?
Did 3ds max internal packers with the later version “caught up” and can do the job as well as UV-Packer does and it lost its market…? (like happened with Vray Frame Buffer +? Or why make it free?
Because we are in a good mood and we like to share valuable stuff with artist-community 🙂
I would maybe interpret it as you do. If I would be a simple spectator.
But it is a too simple explanation, too oblivious. Too cheap. There is no strategy in it at all.
A small hint: you think in present, “3dsMax caught up” and so on (3dsMax did not catch up with anything, sorry, and if, then they are currently busy to catch up with opensource blender).
To understand something, think always in future terms. Look at our product portfolio. We have automatic packing -> automatic unwrapping, automatic baking, compositing … if we publish this technology now, what could possibly be the next step? 🙂
enjoy packing!
Yeah i didnt know you make also other products :-).
Regarding that the latest versionS of 3ds max caught up, that wasnt a statement but a question :-). I dont use the latest versions so i honestly dont know… I read something that they worked on the unwrap modifier… SO… did they made improvements in the packaing of UVs, lets say since the version 2015?
Thank you anyone for answer :-).
3dsMax 2017 had new packing. It does good job.
Yup, standard max packcer works good, and crazy fast.
Please make a Houdini add-on !
Really beautiful job. The results in the video look amazing. I wish this worked in max2014
Windows does’nt like Your installer:)
yes. I had verified 3 times it was the good link 🙂
yes, always the same story… The EXE is 24h young, not all VirusScan Companies has updated their definitions yet. And when they do it, they must deploy the VirusPackageUpdates to all consumer computers worldwide. It can take up to 72h till UV-Packer is registered as safe everywhere. I think we all know in the Year 2020 how it works, there is no reason to ring alarms, it is a normal situation.
ok, thanks 🙂
This looks really good Igor!
Looks amazing cant wait for the blender add on
I wonder how this compares to Rizom UV for packing, have been using that a lot lately, the control is fantastic.
hi jbm
sorry for the long text, but you have a very interesting question for something never explained in the past. I though it would be good to hijack CGP and write my observations from the point of product publishing from the past 20 years. I will write as I would talk with you in a room, it is a kind of authentic, less academic. Hope it is OK for you. (it is good for me, i can pause now my tax declaration, a horrible experience)
This comparison you address, it is very likely it will hot happen. At least not as you have imagined it. Let me explain it and you can correct me if I go astray.
First: we, the (all) developers, never review or compare software to or against each other. Neither me nor Ryzom nor any other I know will do it: it is an unwritten gentleman agreement and all stick to this rule since decades. The only case I can remember (and few of you) was few years ago, a renderer-developer and his comparison and how it backfired. The guy drowned within few days in an epic shit-storm and never recovered from it. For developers there is nothing to win and a lot to lose, most of all the reputation and the decency.
Developers avoid this pissing contests, initialized by forum users, like the plague.
We compare mostly against DCC, host apps like Max, Maya. I did it with UV-Packer, where I can empirically prove that UV-Packer is packing X00.000 faces XX times faster and better: and this is OK, since AD does not care about it. Actually it is the best thing that can happen to AD. They get a plugin for free which does better results, which they do not need to invest in and that gives them the edge to other competitors. It is for them a win-win situation. If I would be AD, I would never put my programmers to do things done better – and focus the man-power to develop something else.
Second: I do not see a realistic chance where someone will sit down and do this job for you.
You see, if you want a rational, exact and unbiased comparison, you need to collect and create about 50+ cases and run them through. Arch-Viz, organic stuff, game, Zbrush models, photogrammetry, 100 UV-cluster, 10.000 UV-clusters etc. Running a teapot in UV-Packer and X-Packer and saying “LOL, X-Packer is the killer!” is insufficient (it is silly, no one is interested in it, it is not serious). You need hours of work, a shitload of material, an almost ontological approach and later the correct, documented facts. And you need to present them in form of a video, a blog-editorial, a paper. The evidence the community can verify and double-check.
A professional artist has no time for this, we are all to dying in jobs to finish our crunches and deadlines. If you find some jobless kids to do this, great; but we need to see if they were enough qualified.
At the end it all falls on you. If you want to see the serious, honest comparison fitted to your workflow, you need to do it yourself. Everything else tends to smell like a false comparison fallacy.
The only thing i can say is that it is a comparison between fishes and refrigerators. Ryzen is a stand-alone software for unwrapping, packing. You bring your stuff in and take it back to 3dsMax. UV-Packer is an integrated plugin in the Autodesk 3dsMax. My idea, back in 2008, was NOT to LEAVE 3ds Max. I have had 3 games, 100 characters and 1000 assets to do in one year. We have created in-house, one-click software to automate Unwrapping, Packing and Tex-Baking process. The only thing I wanted to avoid in my life (and I am a veeery lazy person) it to waste my life-time. To export my object, to lose other UV-Channels, to risk morphs, textures, skin-weights, all this agony and horror, I wanted to cut the variables to the minimum. Concerning 2020 and the fact that today trend is digitize, automate and optimize, it was and is still a visionary idea and approach. Maybe the only right guess in my life 🙂
Therefore there is a UV-Packer in 3dsMax – it is one-click and not 30-clicks for export, import, open, close, check, wait, reassign, repair. I hate already UVW-Unwrapper in Max, because I have to make 4-6 clicks just to pack UVs! This is a broken UX! These are minutes per day. Hours and hours per year, a time I can spend with the girlfriend, learning, playing.
I hope this helps a bit to understand my train of thought.
I assume, since no one reads today more then 280 letters, this will be read across by most and picked only stuff one wants to argue about – and here is a lot of ammunition 🙂 …
Woah thanks for the in-depth reply.
UV Packer is a fantastic product, much better than the native 3DS one.
Rizom has an excellent bridging script so no need to export/import, but like you mentioned its always good to stay in 3DS. I will be doing my own tests for sure :P!
Igor Posavec,
I’m impressed with how much better of a pack this is giving than the 3ds Max unwrap. Especially fitting larger islands with some concave sections, into the concave portion of other islands. Like putting a puzzle pieces together. More impressive, is it does this even if I have rotate turned off.
Though I’m finding issues with UV-Packer and instances which will render it not usable for me. I have large CAD assemblies, with lots of hardware that are instances. If you run UV-Packer on one of the instances, it counts all of the instances of that object as separate objects in the calculations and shows each one packed around the other in the preview, instead of just packing the one. The final result if you inspect with an unwrap on top shows that it is only actually using the first one in the final unwrap, so you are left with a bunch of wasted space where the ghost UVs were of the other instanced objects from the calculations. It’s worse when you have larger objects that are instances, big holes left in the unwrap.
A drop down that would allow it to ignore instanced geometry would be most appreciated! It’s possible someone would actually want them as separate UVs, but keep them clones for workflow reasons, so the other option in the drop down would be to convert the instances to references before doing the pack?
Hi badbullet,
you see, i always hated agile dev, it seems i should engage it more often just because of feedbacks like yours 🙂 Yes this is a very good idea, I’ve never thought about it nor anybody else in the last year.
Can you please do me a favor and write us directly at info@3d-plugin.com (or better in our discord, see homepage top right) since i would like to work out the whole thing with you together; i have a lot of logical questions about the management and decision making what, when, how etc.
thanks in advance (just copy paste this post in mail)!
Joined the discord and pasted the message to you.
thanks – read please the comments and questions there. The idea is good, but unfinished: what to do if user make references instead of instances, or mix them. What is the rule-set for it? thanks
The instances fix sounds like the simplest to do. The more I run through references in my head through the scenarios you’ve brought up, it’ll get complicated fast depending on how its done. Left you a big confusing post.
wow, it’s faaaast:D, really fast, great stuff, thanks:D
and it`s so much better than the max one, thanks Igor !
It is pity you all come here as anonymous… one day (this corona shit is over) we could meet on some CG conference and I won’t be able to invite you to a beer for all these years of support and ideas, since i will not know who is who 🙁
I missed that there is going to be a Blender add-on of UV Packer 3. Thank you and really looking forward to it.
Wow, thanks! Coming from a satisfied UV-Packer customer for many years.