Blender 2.9 Tutorial - Stylized Character Modeling - Part 7 of 9: UV Unwrapping
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- čas přidán 25. 07. 2024
- Part 7 of a character modeling series where we UV unwrap our character, to prepare it for texture painting in Blender 2.9.
Chapters
0:00 Introduction
0:18 UV Grid Image Texture
1:43 Marking Seams
5:25 Packing UV Islands
5:53 Splitting Body
6:12 Remarking Seams
10:20 Repacking UV Islands
10:41 Manual UV Island Adjustments
11:28 Wrap-up & Next Video
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Instagram: @russellmidfield
Twitter: @russellmidfield
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Discord: russellmidfield#9667
Music:
CZcams Audio Library - Krátké a kreslené filmy
Chapters
0:02 Introduction
0:18 UV Grid Image Texture
1:43 Marking Seams
5:25 Packing UV Islands
5:53 Splitting Body
6:12 Remarking Seams
10:20 Repacking UV Islands
10:41 Manual UV Island Adjustments
11:28 Wrap-up & Next Video
Best recent/descriptive uv unwrapping video I’ve found. Thank you, I’ve been looking for a while
Thanks Sully! I'm glad it helped!
awesome.thanks
Yeah no worries! Glad it helped!
Nice tutorial. Very detailed and well explained. You'll definitely get more subs in no time.
Thanks Charlie, trying to get better, slow process haha, but I'm glad it may have helped!
This serie is awesome, thanks for sharing your knowledge.
Thanks Pat! I'm glad if it helped!
@@RussellMidfield Yeah it does, youre welcome
Wow I like YT recommendations 👍👍👍..now I'm going to see from 1st video... though I already used blender from 1 year
Haha yes please check them out and show me how your creation looks! If you have already used Blender for 1 year you probably know most of what is in my videos, but I hope maybe they still help just a little!
@@RussellMidfield ofcourse I just want to clear my basics again😀
Good idea, it may be a nice way to refresh the memory!
Turly great series, a shame that it has so little views
Thanks Creamy Cake!
@@RussellMidfield I like how the information is concise but still fully explains the topic, no rambling, but also no understatements.
@@Smi3tankoweCjastko Thanks so much, that means a lot! I'm trying to get better with each video, hopefully!
I have seen several paid character courses. Your course is at a fairly high level. Free full pipeline for creating a simple character - very necessary for beginners.
But there are too many islands for such a simple model. One island on each ear is too much)) For this model it doesn't matter but if you will bake textures from HP model or import textures in game engine, seams may be looks bad. Hiden seams and less islands - less problems.
Thanks! Yeah I'm just a beginner in 3D and Blender and just do it as a hobby, I have a lot to learn and practice haha lol, but I'm having fun!
When taping U I don’t see the live unwrap option. Is there anything I need to turn on for me to see the live unwrap option when hitting U?
Oh right, yeah newer versions of Blender you have to press N for the side tool settings panel, then go to Tool, then Options, and Live Unwrap should be there
@@RussellMidfield I was wondering this but when setting up the map only my character head would show the grey looking UV map. When ever checking the materials after makeing a few seams it still like that. I don’t know why because her whole body and head is joined together. Is that fine or should I go do something to it in my un joined version of her.
small tip here divide the mesh then mirror the textures of ..
Thanks man! Just be careful with that as when baking your AO or trying to introduce asymmetry to your textures it can create issues. But overall, good tip!
@@RussellMidfield that can be true yep. Not sure what causses the issues sometimes it but if the mesh has x sematary it should be fine.
Is it there a problem if the UV map is a rectangle instead of a square? I ask because I think I can fit more meshes into a single UV atlas like the clothes to one side and the body parts on the other half. Will it cause any problems after exporting the UV maps to other engines like Unity? I remember to have seen rectangle UV maps on games like StarCraft 2 (for the Immortal Protoss units) as I remember that the space that was devoid of mesh on a corner of the UV map the artist fit the photo of a goldfish as some sort of easter-egg.
I don't think its a significant issue, so long as the dimensions of the map are a power of two e.g. 1024x512
Thank you for the great tut! I was selecting my uv islands and when I select one using {L} it grabs the edge of a different island. So I cant just pull off one to resize with out part of the other coming with it. Hmm any ideas?
Oh try switching to Face mode!
Thanks for replying so quickly, it worked
That's awesome! I'm glad it helped!
I used the Symmetrize option aswell but now after I baked it, I can see the symmetrize lines in object mode how do I hide them?
Oh you may have to edit the normal map in texture paint mode. I have found the lighting setup can have a significant effect on the lines that show up as well. I also find that baking in a free baking app like xNormal can help get better normal maps than Blender.
I accidentally applied multi-resolution modifier earlier and now while UV Unwrap it's having so many verts, how to step ahead any solution?
Oh hmm, thats a tough one, you can try the decimate modifier to reduce the polycount, but it will not result in the cleanest topology unfortunately. If you haven't done too much after applying the multi-resolution modifier, you could try going up to File -> Recover -> Open -> Auto Save and then check to see if you have a recently auto-saved file that is before you applied the modifier. This has saved me quite a few times. There should be multiple auto-saved files there that could be what you need.
How to prevent the disappearance
the faces when u un select the object in10:40 to I can scale the size
Hmm, do you have UV sync selection on and are in face mode?
@@RussellMidfield thank you I found it
At 2:13, how did you get it to select all the points on that line when you only selected one point?
Oh sorry I should have explained that better. Hold Alt on your keyboard and then left click. It will select the edge loop that that edge or vertex is a part of.
@@RussellMidfield would I need to be in the vertex or edge select to do that? O
Either, also works in face mode!
@@RussellMidfield thank you!
Yeah no worries!
I got here, it's a pity that this UV thing has become very complicated, I left everything in a single mesh
Yeah UVs can get complicated and to make matters worse I don't do the best job explaining it here either, sorry! Best of luck!