After uploading this video – a solution to the Rhino issue has been explained by the developer here:
https://discourse.mcneel.com/t/custom-uv-texture-misalignment/143085/9
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Game development series ( gamedev series) with Rhino Grasshopper and Unreal Engine 5
00:00 – Struggles with Rhino
02:03 – Intro info
05:27 – Blender Unwrapping
37:40 – Testing UV’s
43:12 – UV island cleanup
50:06 – Photoshop
1:00:00 – Export to Rhino
1:04:56 – Vray testing setup
source
always awesome
Hahaha beging just awesome. Hate texture uv mapping on rhino, it's more luck than practice 🙂
❤️❤️
Don't get me wrong, your UV-unwrapping strategy is good and explained well, but for a project like this, where you want to spawn giant structures composed of discreet parts and export them to a game engine, you could potential gain much performance by unwrapping and baking the textures of high-poly models and applying them to their low-poly counterparts that you'd then use in Unreal Engine. Also 4K textures are great for archviz stills, but 1 or 2K should be more than enough for a third person game.
Don't feel bad, I came across the same issue a couple of months ago and at that moment Rhino support did not admit it was a bug straight away but they said they would look after it, the more of us complaining about this the better I guess. Despite the bugs overall, UV mapping in Rhino is still very basic, they said that this will be improved in Rhino 8 which is in WIP state now.
Have you heard of/tried pepakura
hey mate, great session! Finally confirmed that Rhino has a UV bug. Been busting my head out, trying figured it out. Nice work around with Blender! As for the textures goes. In rhino, if you change the texture but keep the name the seem it wont change the texture on the model. My workaround is to change the name of the new updated texture exp. if the initial texture names was texture_A01, i name updated texture_A02.png This issue goes all the way back to Rhino5 and its still not fixed. Hope it he;ps
awesome video, great explaination