I don’t understand why this chore is still difficult. My vision for a UV unwrapped, would be one that has a third view. We already have the model view and the uv map view, but I want a between view, where my seams actually start to break away from the model. It would help you see how your “skin” is being wrapped onto the model - or conversely that same view helps you see how your model is becoming flattened. In engineering, there’s a type of drawing called an “exploded-view” where all the parts that fit together are spaced out and aligned in a 3D arrangement. It helps you visualize how each piece would come together in real life. I’m not saying that is the same idea I have for this 3rd view for unwrapping, but it’s related. In fact, the third view should be a slider that lets you unwrap or wrap you model so you see it happening. Drag the slider fully to the left and it results in the flat uv map. Drag the slider to the right and the UV islands start to fly together and eventually end up becoming the 3D model. You can stop the slider at any point along the way and spin around the view in 3D to focus on any particular island during its wrap/unwrap process. Furthermore, you should be able to take faces away from one island and place it on another island easily (literally grab a face and drag it over towards another island and when it’s close enough, there’ll be a snapping action and a visual indicator that lets you see where the face would properly end up - release the mouse click and it lands in the right spot and automatically the seams are redrawn to coincide with the edit you just made.
You don’t talk about how it costs €379. Not to mention that by nature of it being an external program, it’s an annoyance to import/export between that and Blender. Applink or no, that’s something that must be considered. To me it’s just not worth it. 30 bucks to get most of the way there is fine by me.
3dcoat is much more advanced in uv mapping. Of course they are tools and addons in Blender, but the mostly aim at low poly, hard surface meshes. Organic, sculpted models, are still (blender 3.5) a pain in the ass to unwrap, while zbrush does this with one click. The algorithm in Blender, but also from ZEN, somehow don't understand that an organic model don't need 100 micro islands. Also a good tool beside 3dcoat for such stuff is Rizum UV. This is the most mature profession software for UV's. Used by many studios. I wait now for the AI driven Unwrapper, so we can bury this chapter for all time.
I have learned blender for 5 months and 3/5 is sculpting, but i have problem with and texture paint 🙃🙃 any software good for it? And I'll see you in the next one
@@codewarrior145 thats not true you can project textures onto 3d models using many different kinds of projections. But to be able to make personalized textures for a 3d model in a painting software you need UVs, and it just makes life easier overall.
You've clearly never dealt with large scale projects before then, unwrapping and organizing hundreds of objects across multiple materials definitely isn't a fun task
@@CMWick I guess you're just bad at cg work. It takes time to get better and work fast. If there was one thing I never liked is scripting. Uvmapping and texturing for me is relaxing like doing jigsaw puzzles.
@@CMWick Well if you are slow at uv unwraps you can do automapping by angles. I could teach but you would have to pay me. Time is money. So just watch some free yt videos to learn. 😉
@@CMWick That advise was for you. I never use any automapping because as I said uwmapping is enjoyable for me. See, I taught you something and you guessed right. You're on your way.
I thought this add-on was supposed to make things easy but this video was like watching an alien talk about how to navigate his spaceship!
Best way to deal with UVs is to just not. Quit 3D, and throw your computer out the window.
lol
I see you're a man of great intelligence
@@noredem indeed
@@noredem wise beyond my years
😂😂 10/10
Awesome!
It's a must-have add-on for UVing hard surface game-ready models.
Такой, скромненький комментарий от автора плагина)
@@Mazahaka007 XD
Нужно вставить мем с Обамой и наградой
I was looking for something to compare to Maya's and I think I just found it. Amazing
waaait a minutee
2021 already and UVs still take a long time to be made.
2022 and we still struggle with UVs across all 3D modeling packages.
@@codewarrior145 I Hope AI fixes it soon. There´s a toon of room for improvement and new tools in 3D.
@@JoaoSilva22222 agreed, uv is just so frustrating, way more when you start.
2024 and UV still take a long time to made😂
I don’t understand why this chore is still difficult. My vision for a UV unwrapped, would be one that has a third view. We already have the model view and the uv map view, but I want a between view, where my seams actually start to break away from the model. It would help you see how your “skin” is being wrapped onto the model - or conversely that same view helps you see how your model is becoming flattened. In engineering, there’s a type of drawing called an “exploded-view” where all the parts that fit together are spaced out and aligned in a 3D arrangement. It helps you visualize how each piece would come together in real life. I’m not saying that is the same idea I have for this 3rd view for unwrapping, but it’s related. In fact, the third view should be a slider that lets you unwrap or wrap you model so you see it happening. Drag the slider fully to the left and it results in the flat uv map. Drag the slider to the right and the UV islands start to fly together and eventually end up becoming the 3D model. You can stop the slider at any point along the way and spin around the view in 3D to focus on any particular island during its wrap/unwrap process. Furthermore, you should be able to take faces away from one island and place it on another island easily (literally grab a face and drag it over towards another island and when it’s close enough, there’ll be a snapping action and a visual indicator that lets you see where the face would properly end up - release the mouse click and it lands in the right spot and automatically the seams are redrawn to coincide with the edit you just made.
is the latest zen uv is working with blender 3.2? any experience?
i do my uvs in 3dcoat..super easy and not half as technical but all same options. its pack is so good i rarely mess with it.
I agree with you and they have good live link not sure why so underrated
Agree blender is shitty when it's come to uv but 3d coat rock!
Hi. How does 3D coat work. I wanna check it out
You don’t talk about how it costs €379. Not to mention that by nature of it being an external program, it’s an annoyance to import/export between that and Blender. Applink or no, that’s something that must be considered.
To me it’s just not worth it. 30 bucks to get most of the way there is fine by me.
3dcoat is much more advanced in uv mapping. Of course they are tools and addons in Blender, but the mostly aim at low poly, hard surface meshes. Organic, sculpted models, are still (blender 3.5) a pain in the ass to unwrap, while zbrush does this with one click. The algorithm in Blender, but also from ZEN, somehow don't understand that an organic model don't need 100 micro islands. Also a good tool beside 3dcoat for such stuff is Rizum UV. This is the most mature profession software for UV's. Used by many studios.
I wait now for the AI driven Unwrapper, so we can bury this chapter for all time.
Can this addon snap multiple uv-s on each other, overlapping them?
I have learned blender for 5 months and 3/5 is sculpting, but i have problem with and texture paint 🙃🙃 any software good for it? And I'll see you in the next one
Substance painter. It's free if you're a student
Substance painter
Ty you guys 😅😅
@@ashdalat. quixel mixer is free
@@olegshtolc7245 not great and if you want to use it commercially you still have to pay
Can someone tell me what's so important about UV Unwrapping?
Without it, adding details to specific parts of your model isn't possible...Like a GPS for your texture maps.
You can't project a texture to a 3D model without UV coordinates.
@@codewarrior145 thats not true you can project textures onto 3d models using many different kinds of projections. But to be able to make personalized textures for a 3d model in a painting software you need UVs, and it just makes life easier overall.
Does anyone know what's the propose of flattening UV islands?
for simple texture editing
So you could draw something so the deformation is realistic/follow through.
Game changer
Update: Can you also go over some cons to it that you found.
Thanks brother ..
I love uvmapping. Its easy and takes less than 5 minutes.
You've clearly never dealt with large scale projects before then, unwrapping and organizing hundreds of objects across multiple materials definitely isn't a fun task
@@CMWick I guess you're just bad at cg work. It takes time to get better and work fast.
If there was one thing I never liked is scripting. Uvmapping and texturing for me is relaxing like doing jigsaw puzzles.
@@CMWick Well if you are slow at uv unwraps you can do automapping by angles. I could teach but you would have to pay me. Time is money. So just watch some free yt videos to learn. 😉
@@CMWick That advise was for you. I never use any automapping because as I said uwmapping is enjoyable for me. See, I taught you something and you guessed right. You're on your way.
@@CMWick yes this disabled person has outwit the very capable and elite artist that deals with 450 plus objects with zero uvmapping on them 😂
OMG first comment
Congrats!
Thanks 🤯
look at you
I have no Problem doing UV’s.. atleast when I was working in Maya. Now I work in blender and I wanna cry. I miss the Maya tools 😢
so basically, according to this vid, just give up trying to learn Blender?
:D