We are extremely happy to announce what we believe is the major step forward that Maverick Studio/Indie have taken since their first release last year.
Now you can create and EDIT THE UVs in your objects within Maverick, both at the material level, and at the object level. This alone is great news. But the good news don’t stop there. Thanks to the built-in material/object support for features such as TRIPLANAR mapping and REAL WORLD UNITS, now materials will always get mapped in their true, real size, and without seams of any kind. As a matter of fact, we have revamped 100% of our Content Library to make use of these features. And to wrap the good news up, we have created a new group of 2D/3D procedurals which we will introduce shortly for grooves, scratches, flakes… that interoperate seamlessly with the new UV mapping system, but also work without UVs of any kind (in local/world-space).
UV mapping at the material level
An image is worth 1024 words.
This is a GrabCAD model, which comes with really heterogeneous UVs. Just one click at the root material UV mapping rollup, and there you go. Everything is mapped uniformly, without any seams (thanks to triplanar mapping) and with user-set real world units in world-space.
Then you may control the UVs of each material/object independently, and there are many other options besides triplanar (which is the easiest and most automatic one). This must-watch video below gets into the details:
The UV mapping properties set at the root material level are automatically inherited by every map used by the material. Besides the obvious functional and comfort benefits that this brings, we want to remark the importance of the Real size (Real World Units) control:
With the Real size attribute your material will always be mapped in its true, real size, no matter what you apply it to. All the materials in our library have embraced this feature. So from now on, nothing you drop will ever be oddly upscaled or downscaled.
As explained above, this powerful feature, in conjunction with triplanar mapping, allows for very universal material creation. Universal in the sense that once the settings are correct, the material should look good (size-wise) anywhere, no matter the size or topology of your model:
Triplanar mapping in action. See how the (box-mapping) seams go away.
UV mapping at the object level
UV mapping at the material level is one-click away when you are editing materials. So it is the go-to option in most cases. But there are other situations where you may want to also rotate, stretch, or translate the UV projection gizmo in the viewport. This can be done with our new uvmap object modifier.
The uvmap modifer offers the same features as the uvmap mapping material rollup. But with two bonuses:
1- You may edit the mapping projection gizmo with the Move Tool in the IPR/views.
2- You may unify the mapping of multiple objects under a single, unified uvmap modifier.
Also, the uvmap modifier works with displacement, as illustrated in the animation below:
We uploaded a video on UV mapping and displacement a few days ago:
We are about to release this new build today (2020.05.07). We truly hope that these new features will make all of users very happy. Specially the many of you who have requested support for UV mapping recently.