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Unwrapping a Faster UV Workflow
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- Опубликовано: 27 окт 2023
- UV editing is crucial to most 3D pipelines but is not generally considered a thrilling and enjoyable process. Why hasn't it been automated by now? This presentation will explore the fastest way to unwrap and pack meshes, alternative approaches to applying textures, the challenges of working with UVs in Blender, and how to speed up the workflow with custom tools.
"Unwrapping a Faster UV Workflow" by Jonathan Lampel --
Learn more about Blender Conference 2023 at conference.ble...
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I love the fact he held the whole presentation in Blender instead of powerpoint or something!
I'd love to know his workflow on doing presentations too!!!
These suggested changes at the end would make the uvs in blender phenomenal! Please Blender devs, this is it :)
This video proves that Blender UV workflow needs some more love before it gets second to none.
i don't want to be the negative bird here, and i see many improvements, but just take a look at Rizom or the UV Editor from 3dcoat, and see how easy and smooth UV Cutting and packing could be. Of course, beginners will not have any problems to achieve everything they want, but with the complexity of the scene and the models, the annoyance of the cluttered interface starts to raise beyond acceptable levels. And no, i will not learn 1000 shortcuts, especially when they are not consistent and needed for a small portion of workflow. The UV Editors show very good what the problem in some part with blender is. The UV Editor was bad and cluttered at first place. Instead of removing it, to make a nice and shiny new logical approach, they try hard to improve the dead horse. Then put some plugins on top and here you are in the world of cluttered hell.
My recommendation is. Instead of try so hard being the Swiss knife for everything, tune the essentials, make it streamline, fast and logical. If someone needs additional features in UV Munching, he'll go Rizum anyway. Thats why specialists software is for, though. Maya Max Users do the same in their pipeline, because the most precious thing at all projects is time, and how to squeeze it to a minimum.
there was a guy from swiss who made a new unwrapping algo but they refused to implement it. now its common in all applications (SLIM) and we are still using a 30y old one...
@@PrefoXyou have more info on that newer algo and who implemented it?
More love? Hell I'd settle for any love at all. It's pretty much an orphan. Much like everything else in blender that has been lacking, and that's only gotten worse with the push on geometry nodes. I love Blender, but they really need to sitdown and get everything upto par and stop working on "new features". I really appreciate the "people work on what they are passionate about" approach, but sometimes you have to do the things you don't want to so you can do the things you do want to.
Sorry for the mini rant but it drives me nuts sometimes *squinty eyes* looking at you clothsim.
@@Mac_Daffy UVPackmaster
Definitely one of my favorite presentation this year. Lots of helpful tips. I consider my self advance but always something new to learn!
My favorite is still Headus UV Layout. Glad to see a few similar features here.
As someone coming from 3ds Max I'll say I absolutely love UVs in Blender. I absolutely hated it before and figured it was a mystery I'd never understand.
are you using zenUV? if not, i recommend it, it will improve the UV tools significantly
@asr26792 I have not. I use UV Squares and Magic UV. But I'll probably be picking up this addon after seeing this demonstration.
its basically the same, I am still using 3ds max for unwrapping because unwrap pro is 100x better than blenders old algo. its in both programs just seams and pressing "the" button. but the selection is way better in max and you can mark vertices/edges in the uv map without selecting the whole object. that way you can find the problem 10x faster.
ZenUV has no different algo@@asr59
👏🏽 Bravo, awesome work 🏆
1:46 i just got the joke xD
I was about to write that the joke didn't land and he seemed frustrated 😢
This video makes it obvious how much Blender UV-tools are missing features and how much better it could be, without much if any "new" unwrapping tech. Not that one couldn't UV-map objects in Blender, but it is pretty painful and tools are really basic as it is.
I always do my UVs in Blender. Idk it justs feels easy to control click edges to get the shortest path. Plus all the addons that are offered. Looking forward for the new UV flow addon.
There was lots of addons from 2016 uv addons boom that pushed blender uv to the next level.
However, lots of problems require a more deep context understanding.
And yes, doubleclick is a cursed solution since it is a timing action, which makes it painful to unwrap dense meshes or overlapping geometry due to missclicking
yeah youre right. Those addons are helpful, but most issues are at the core of blender's UV tools
39:14 Selecting things by material is through the "linked" menu: (Shortcut: Shift+L)
@13:05 is something I've alwauys been waiting for especially after coming from Maya. Still in beta as he said but I'm looking forward to it!
How about UV island groups? I think it's the only UV unwrapping feature that doesn't exist in Blender natively
This is awesome but I'm using 4.0 and I don't see some of the same features. Even the icon below the measure icon in the toolbar is missing in mine. Is that something that will be released in 4.1 or is there some other reason I don't see it?
Why can't we just have a system that bakes down a ptex type thing to a uv in the background? Every time you make a change it boils down to a uv and thats what blender uses until you make a change again.
"So the workflow for straightening something is ..." do this, do that, then that ... no, thanks, I'll still be using UV Squares. Great presentation nontheless, thank you 😉
then you didnt understand it... sorry to say. you CANNOT SQUARE the examples they have shown. the UV would freak out
@@PrefoX Of course it depends on the input, it always does, yet there's still no possibility to straighten what turns out to become a simple grid with ease like UV Squares does
32:16 - Just scale the UVs of the long sides in v-axis down to 0(in v-axis). Unfold mid portions horizontally, including the horizontal island borders. Unfold everything vertically. Now scale the short sides in u-axis down to 0(in u-axis). Then unfold everything in the mid portion vertically, including the vertical island borders.
Time to start bombarding the Blender Today questions threads with _"why has the powerpoint module of Blender been so neglected"_ 🤔
Where can we find that plugin?
I do need Bake Animated UV to Video, hope this will avalable in the next update, thank you guys
hmmm.....Blender as an alternative to Power Point....
is there a way to do some kind of latice to an uv island?
are you also going to implement the new 3dsmax uv feature? it crashes the app by only thinking about uv's, its a pretty amazing piece of tech. i also heard the new 3dsmax 2024 update has a auto crash feature, it crashes the app before startup, its a absolute timesaver!
the camera is repeatedly bouncing up and down and it's honestly causing me motion sickness over time.
Also, PLEASE! a way to set and pick texel density!
Is this addin free?
as i understood its a suggestion to implement it in blender... but jon said that it is found in blendermarket, and i know that blandermarket is for paid addons.. i dont know if the addon is free in their website orangeturbine which he said is in beta and usually beta is free, coz people tests beta before the official release
HAHA!! forgot to pack it.
My next phone wont be Google nor samsung nor apple
how to get this addon🥲🥲😋😋