

We’ve heard from a lot of customers that they’re shipping assets that have run through the auto UV tool.

This is your traditional automatic unwrapping that generates hundreds of small shells, but we have a better way of handling those now. This node does a simple mesh chunking based on similar normals and proximity, it gives you pretty decent islands based on faces are similar. Shortest Path. The node will identify areas of high curvature in the mesh and then draw the seams by finding the shortest path in between each of those points.We’re hoping the Auto UV Sop is a step in the right direction. In an ideal world that’s a task that goes away entirely, similar to generating LODs and Lightmap UVs. There are very few people that actually enjoy UVing. Its main purpose is to, well, generate automatic UVs. The Auto UV Sop is our most popular tool in the Games Development Toolset. So instead of spending hours manually retopoing and UVing an asset just to bring it in the game and realize that the proportions are wrong, you can quickly get something representative in the game and make your decisions. But to enable you to get an asset into a game engine in under 5 minutes to where you can make good decisions about the asset in context. The main idea behind this whole automated pipeline is not to generate final quality assets (although that’s the long-term goal). For organic objects like rocks and trees we get pretty close, but for something like a character or gun you’ll want to go in and clean it up. The goal for the automatic UVs is for them to not need any touch-up, but we realize we still have a little bit to go. We use those as the foundation to other tools, like the Auto UV SOP.
