Extended Hotspot Support
# zenuv-feature-requests
y
Hi, I bought this plugin primarily for its hotspot feature as an upgrade to DreamUV (https://github.com/leukbaars/DreamUV) since it's lacking some improvements that have been added to CS2 Hammer. I have, however, found that ZenUV's hotspot implementation doesn't work as expected and is lacking what makes the hotspot workflow efficient. What I expected/how hotspotting works in CS2 Hammer/DreamUV (image attached): - Select the faces you want to unwrap - Apply hotspot mapping which then automatically: 1. Separates UV islands based on marked edges/edge angles, 2. Applies an automatic strip/square unwrap of the islands based on their size/settings, 3. Scales/aligns the islands to the closest hotspot/trim. What I've found is that ZenUV's hotspot tool only does the last part of aligning the already unwrapped islands to the trims which significantly slows down the workflow as you need to manually apply an unwrap before the hotspot operation. This also has the effect that after applying the hotspot mapping, if you want to apply it again with different settings, you're required to unwrap the islands again since they may have been non uniformly scaled which is then treated as the base for the new hotspot unwrap. So yeah, what my primary request would be to make the hotspot mapping a one click operation - like described on the DreamUV page: > To hotspot a mesh, simply select the faces you want to hotspot and click the hotspot button. Clicking multiple times will make the tool cycle through different variations and uv placement. The mesh will be split into multiple uv islands that are hotspotted individually, using hard edges and seams. If possible these options would also come in handy, based on CS2 Hammer: - Ability to choose between either only tiling or non tiling trims - Unwrap mode: square (straightens the islands and makes all corners 90 degrees), conforming (keeps the angles the same as on the mesh, aligns to longest side) or Automatic Thanks! https://cdn.discordapp.com/attachments/1424205767241891930/1424205767614922802/687474703a2f2f7777772e6272616d65756c616572732e6e65742f626c656e6465722f6164646f6e732f6769746875625f696d616765732f647265616d75765f686f7473706f742e6a7067.png?ex=68e31a7b&is=68e1c8fb&hm=bf09665e8cf98a5a331d477ea0404dbe563865591356a33490e65c05f52f63a0&
v
Hi, The Hotspot and Trimsheet workflow can be used in many different ways. What you described can actually be achieved quite easily in Zen UV by applying a few operators in sequence. I haven’t personally worked with DreamUV or CS2 Hammer, but Zen UV has always been designed with universality and flexibility in mind. Your suggestion — to make it a one-click operation — is a great idea, though it’s a rather specific use case. We’ll consider creating such a dedicated tool, but first we need to study and understand the workflows you mentioned. Thank you for your request — I’m adding it to our Feature Request list.
y
Thanks for the reply! Yeah, it's a pretty fast workflow once you get used to it, but since there's not much proper support for it outside Source 2 a few people know it. I've also seen people in CS2 community make models in Blender and them import them to Hammer for texturing since it's that fast and powerful. Since your documentation links to the VDC page (https://developer.valvesoftware.com/wiki/Half-Life:_Alyx_Workshop_Tools/Level_Design/Hotspot_Texturing) I assumed that’s how the hotspot feature in ZenUV worked as well. A similar tool was (and probably still is) also used at Naughty Dog in The Last of Us Part 1 https://www.artstation.com/artwork/qQGK6y - you can see a video of it working at the bottom of the page. If you decide to implement this function, I’d be happy to answer any questions or provide feedback 🙂