UV Unwrapping in Blender - Essential Strategies & Texture Sets

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  • čas přidán 8. 07. 2024
  • In this video, I'd like to discuss essential unwrapping techniques & texture set considerations.
    ►► Our Blender courses & resources - www.blenderbros.com
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Komentáře • 43

  • @altwhisper6920
    @altwhisper6920 Před 2 lety +30

    I've been waiting this video. There is thousands vids on CZcams how to model stuff. But there's few, how to finish them. I mean organization of big complex model - objects naming, unwrapping, baking etc. I mean, I know how to bake a cube, tell me how to bake a spaceship. So this video very helpful for me. Thnx.

  • @tlvanatta
    @tlvanatta Před 2 lety

    Always super useful info from this channel! Thanks so much for always taking the time!

  • @naodmulu1080
    @naodmulu1080 Před rokem

    Thank you for this awesome tutorial. i kept getting stuck with texturing and this is the light I needed.

  • @chuctanundaspiderbone5407

    Truly wonderful tutorial. A number of concepts here I only half understood, and so I've been experimenting with this type of thing for a LONG TIME, mostly with half-assed results. Also, didn't know about those two add-ons. Half my problem is trying to do things in Vanilla Blender one just can't do. Thanks.

  • @elbadrey
    @elbadrey Před 2 lety

    Perfect as always

  • @synthbendati
    @synthbendati Před rokem

    I am new to Blender and this two addons are really great, Your tutorial was a real life saver, Thank you so much !!!
    \

  • @BlackStrife3D
    @BlackStrife3D Před 2 lety

    Super useful!!! Thank you!!

  • @nurb2kea
    @nurb2kea Před 2 lety +1

    You make complicated things easy. Thank you very much! :-)

  • @dougieladd
    @dougieladd Před 2 lety

    Nice. Thanks.

  • @kaustik185
    @kaustik185 Před 2 lety

    not having watched 5 seconds of this, thank you so much

  • @gihanrx
    @gihanrx Před 2 lety

    thanks

  • @stacklysm
    @stacklysm Před 2 lety +1

    Great tutorial, really enjoyed it. I hope to find vanilla tutorials with the same quality.

  • @vladimir0523
    @vladimir0523 Před 2 lety +3

    Nice explanation. I'm not an expert in this field, but I think it's ok to have two or three materials per object as game asset, especially if that object is a bit more complicated. But obviously if we can use just one, that would be the most optimized version. This method is fine for fully dynamic lights in the map. But if someone wants to use lighting baking under the UE4, well in that case overlapping UVs will cause trouble with light maps.

    • @JoshGambrell
      @JoshGambrell  Před 2 lety +1

      Lots of specific situations, but yea, FPS games for example use multiple texture sets for the gun because it’s a primary piece in the game, so visuals are necessary vs. performance (plus a few extra mats on there is negligible)

  • @Spacedewelope
    @Spacedewelope Před rokem

    awesome

  • @thenotorious8382
    @thenotorious8382 Před 2 lety

    Hello, I have a question, so after setting TD to all the islands, do save the image textures one by one? and then when u import the model the into blender as FBX, do you need to reload the textures one by one to its correspondent mesh part of the door? a video explaining those would be helpful please.

  • @MrShroombot
    @MrShroombot Před 2 lety

    Is it necessary to keep the UV's of the hidden faces of a mesh with an applied solidify modifier, going from blender to substance?

  • @henryvasquez1814
    @henryvasquez1814 Před 2 lety +5

    Hello Josh, great tutorial as usual. Quick question, isn’t more efficient when doing the texture sets, to assign the already created checker pattern and just make it as a copy and change the name, instead of having to add and image texture in every piece every time?

    • @JoshGambrell
      @JoshGambrell  Před 2 lety +7

      Yea, probably could have done that haha

    • @henryvasquez1814
      @henryvasquez1814 Před 2 lety +1

      @@JoshGambrell thank you again for the tutorial, i am thinking to start my portafolio and for some reason I forget about this and keep working on the pieces as if was going to use them as game assets.

  • @npj5578
    @npj5578 Před 2 lety +3

    Is there a way you know of to unfold without automatically packing? Or being able to pack without changing scale? Haven't found a way without add-ons...

    • @JoshGambrell
      @JoshGambrell  Před 2 lety +3

      UVpackmaster has a lock scale option. No clue about a vanilla workflow - insanity to even try it

  • @richard29sher
    @richard29sher Před 2 lety

    What addons are you using in this tutotial?

  • @TheRobotKiddo
    @TheRobotKiddo Před rokem

    During this process, is it important to consider the scale of an asset? Does the scale of an object affect the resolution of the textures?
    Would it be good, for example, to work with real scales within the scene? or the scale of the objects does not have to do with the whole process of the density of texels? thanks :)

  • @YazdaniPlays
    @YazdaniPlays Před 9 měsíci

    suppose i want to export this to UE5, Do I have to bake each texture set individually in this case? and what about the space it wastes in UV map after we adjust the Texel Density?

  • @matthewspindler14
    @matthewspindler14 Před 6 měsíci

    is there a way to set a uniform texel density without the ZEN UV addon?

  • @jono8326
    @jono8326 Před 2 lety

    How do you unwrap UV without marking seams?

  • @cvbattum
    @cvbattum Před rokem

    Question about game assets: If you're factoring in the context of a whole asset pack, where some materials might be shared by many assets (eg a chrome band or an emissive surface), wouldn't it be _more_ optimized if you split out the parts of the object to assign reusable materials to them?

    • @SVisionary
      @SVisionary Před 11 měsíci

      Yes. Because you're only draw calling from those materials that will then be reused multiple times. It tends to get trickier because more complicated methods then use double UV sets for additional detailing. Just depends on the game. Usually, assets are just customed instead.

  • @AgustinCaniglia1992
    @AgustinCaniglia1992 Před 2 lety +1

    How do you make it so that you get squared textures when giving a new material?

    • @JoshGambrell
      @JoshGambrell  Před 2 lety +1

      It’s already preset from the first one

  • @bernhardhartmann7792
    @bernhardhartmann7792 Před 2 lety +2

    Is there a way to see and set Texel Density without any add-ons?

    • @JoshGambrell
      @JoshGambrell  Před 2 lety +1

      Not that I know of. I believe there is a free texel density checker addon but im not sure if it’s compatible with 2.9+

  • @raulgomez8523
    @raulgomez8523 Před 2 lety +2

    Could you use multi udim, for game assets?

    • @JoshGambrell
      @JoshGambrell  Před 2 lety +2

      Sure, lots of different solutions that I haven’t presented here.

    • @raulgomez8523
      @raulgomez8523 Před 2 lety

      @@JoshGambrell Thanks, I'll try to see how it goes. congratulations on your channel. it is helping me a lot. 😉

  • @digitalvectorONE
    @digitalvectorONE Před rokem

    I don't have his degree of knowledge but I think if he deploys the mesh properly the N-Gons would not be a problem in Marmoset.
    Thanks, if you can tell me I have the Mamoset license.
    And thanks for your videos talent and knowhow

  • @pajalixd4016
    @pajalixd4016 Před 2 lety

    Tip for a game: take a shot of whiskey or rum every time artifacts appear. It's fun trust me. 4/5 of my friends recommend this. (Don't ask what happened to the fifth friend.)

  • @peterrandall6761
    @peterrandall6761 Před rokem +1

    Why are you unwrapping before applying the bevel?

  • @duffydan26
    @duffydan26 Před rokem

    I don't get why I would scale down all these UV Shells to get consistent Texel Density and Waste all that Texture space on all those different texture sets.

  • @janvollgod7221
    @janvollgod7221 Před 2 lety +3

    This should be shown at the next developer summit as an example how much pain in the ass the Blender UV Editor is, compared to other solution. The unwrap solver produces unbelievable stupid solution. You have to spend so much time, to achieve certain quality, even on simple low poly models. I love Blender and use it over 10 years, but this should be addressed in 3.x,x. There are Add-ons of course, which ease the pain, but still stuck in this editor.

  • @petertremblay3725
    @petertremblay3725 Před 2 lety +1

    Beware that mirror and baking don't play well together!