Sign up for my upcoming 3D Modeling course today: www.onmars3d.com/ And my Patreon: www.patreon.com/OnMars3D for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂 Discord: discord.gg/vybvJnEeya At 2:39 I talk about the UVs not being sync'd with the the mesh selection, you can just enable 'UV Sync Selection' next to the 'Select Mode' icons in the top right of the UV Editor window. Thanks to @dalerose4958 for pointing this out!
This makes me embarrassed about how I have been uv unwrapping. I would just push smart unwrap, place my major planes, and then take all of the tiny details, compress them down and stick them on top of the texture randomly, hoping no one would notice
Dude!! This is the most clearly put UV unwrapping video I've seen ... thank you for not explaining things like complex object UVs with a cube as the example 😍
This is clearly one of the best and most concise uv tutorial I have seen. Totally recommended video 💯. I already knew the information but that's after expermenting and checking tutorials. If possible I think a video about uv techniqes would be a good part 2, stuff like UV Overlap, texel density and UDIMs.
I remember trying to look into how to do this between 2008 and now and it has always been complicated and confusing to me, and while it's clear the technology has advanced to make this a more streamlined process, i've also never seen someone explain such an enigmatic topic to a beginner like me so easily like this before. Thanks!
I have to reiterate what everyone else is saying: this is the absolute BEST tutorial on UV mapping and unwrapping I have ever watched...and this is after years of fighting with uv maps and islands and wondering what was going on. You deserve a million thank you's, more likes and subs.
Respect: Knowledge, Presentation, Video and specially your speaking and voice control is on a high professional level. One of the best videos about UV !
If I remember correctly, the reason for "less seams = better" is because UVs are stored per vertex, having a seam will double the UV data for each vertex on the seam increasing memory consumption, a resource that has become less "scarce" over the years.
THANK YOU so much for showing this process on a more difficult object! I've watched unwrapping tutorials before, but most of them showed it on the default cube. UV and rigging are my long-time enemies, I'll try it next time, based on your tutorial.
There are so many good videos on your channel that I really appreciate for understanding 3D. I also want to learn your tips and techniques on Substance Painter and environment lighting.
Isn't the project from view an unnecessary step? If you place Seams and unwrap the uv map gets wiped and created even if you dont have one? Maybe I misunderstood something here. If I have any advice to beginners doing UVs that I really wish Id focused on sooner. It's learning topology. I don't know how many hours I've wasted just trying to fix issues just to find out it's my topology that's a complete mess. Now the modelling part takes a bit longer but fixing issues is a minimum so in the end I'm faster.
Project from view is an extra step to clean up the UVs in the editor. What I noticed when students are first learning is they get overwhelmed by seeing the UVs being a mess in the editor. In addition to that, you can select and Mark seams directly in the editor so having it based on the project from view makes it easier to select. And agreed, good topology makes UVs much easier to work with.
I was thinking the same thing. If you’re doing your seams in the viewport then you can leave the UVs as a jumbled mess because as soon as you do the Unwrap command they all get replaced anyway.
love the video but im running into an issue that i cant find anywhere online. ill Uv this humanoid figure, it looks fine, then I try to add a meterial and it brakes the uv ive done.
Took me three months to find this. All the uv tutorials were out of date and would bump with each other. One would say one thing. Then the next vid would say the opposite. So i got really frustrated and stuck. My only thing is , even if i properly uv unwrap . How do i make sure my textures look the same when i export them to Unity ? Do you have a texture bake tutorial? I tried doing the embed textures option but its never done right. Maybe one obejects textures are embedded and show up when i do extract in unity. So im super stuck there
Despite seams not being an important matter in UV mapping, it is better that there is the least amount of them, as separate uv coordinates translate later in duplicate vertices when exported, especially for real time graphics
I'm overcomplicating a Halloween costume by trying to turn a 3D model into fabric patterns and this video is helping me get there (I hope!) First video I can actually follow and I get what I'm trying to get.
I'm currently studying at an art college where 3D is part of my graduation, sadly I wasn't taught the basics of 3D. So this is a life saver for my graduation.
This is a great tutorial for filling gaps in my knowledge, thank you! A bit of feedback, it's incredibly distracting, and disorientating when the camera keeps cutting back to you talking, a voice over while you work would have flowed much better.
Such great reviews. Wish I could say the same. I had the video open on a 32 inch Monitor, playing at 0.25 speed and I was still having difficulty following his clicks. Particularly hard to follow when adding the Node:Wrangler from the "community" tab unders Edit:Preferences:Addon menu. [Blender default community is not selected] It was also difficult to follow the Material:Color:Image and then Select the UV texture. BTW you really talk funny at 0.25X. You do alot of face camera explaning, but when it comes to actions, you seem to have a tendancy to hit the gas. The other issue, before you start with UV editor, you should breifly explain how you set up your, its better if you are not sure what changes you've, just start with a cube and get it to where you want it. Out of the box, blender will not render a UV texture in edit or object mode, even when you change the material. You can see it under the paint texture mode.
I'm 2 weeks into learning blender and modelling. My hope is to make a mod from start to finnish. And if all goes well to start modding. Your experience is amazing and I thank you so much.
I immediately ran into a problem on the first step. I'm making a VRChat avatar (from scratch) with outlines and when i clicked scale the outlines were removed. Does anyone know how to fix this?
Could you explain if there are any advantages to having separate objects in a scene? For instance, when I created an oil barrel, I added a plug on top by simply aligning a circle mesh with the surface, keeping everything as a single object. Would there be any benefits to making the plug a separate object instead?
Thank you so much for this video ! The best one for uv unrwrapping. Just to know, i was on maya before and i used to straighten my uv as much as i could, how can i do that on blender ? Thanks !
Thans your video! I have a question, I want to unwrapping on my heart model, do I need to do this before animating the heart or can I do it after animating it?
When you go into UV editing, theres nothing on the grid on the left side. This is like the 10th tutorial im watching and yall are missing something or this program is just a piece of dog shit.
Sadly the unwrap algorithm in blender is not great. And blender writes UV not correctly when exporting USD, and it has become even worse with version 4. If you export USD in ascii format you can directly see that they are exporting it wrong, not following the official USD documentation. :( For most people blender looks fantastic, but under the hood it often looks like a software that is not made by industry professionals. :-/ i hope they will learn fast and start to improve.
Finally someone say it! In my case, I prefer to do the uv mapping with Maya only for a simple detail, and it's tha Maya respects the planes and doesn"t deform it. Something tha blender does only because it wants.
@@cumibakar10if you think proprietary is any better, you havent worked as a developer. In fact, the most hideous pieces of code i have seen have all been in propietary software, hidden away from the eyes and criticism of people.
Hello iam watching u r video since the car modeling but i have a problem on making a curve guide can u plz make a tutorial on that plz it wil be vert helpful
I love how straight to the point the tutorial is, just what i needed... I already know abour UVs but changing from 3dsmax to blender was a bit confusing for me
Any tips on changing from 3ds max to blender I am under going the same transition as my student subscription is soon to expire. I’ve noticed that the selection and navigation controls are a bit different and from max and it’s been frustrating.
Man after many years in 3d universe, I was looking for a video / tuto to explain to my relatives what is UV unwrapping ! This video is soooo clear and interesting! Bravo and thank you
One fo the most basic rules not mentioned in the video is this: if something CAN be straightened, it SHOULD be straightened. It's one of the most important rules of UV mapping, especially when talking about hard-surface assets. In this video, for example, those two long islands on a tyre UV are just asking to be straigtened into rectangles. Straigtening the UVs results in less visible pixelization on UV shell borders - which means better looking bakes, especially on lower texture resolutions. It also makes UV shells easier to pack to each other, resulting in less UV space being wasted.
Good video. Suggestion - when saying to do some process, occasionally there was no indication of HOW to do them. Had to put it on .75 and try to see the action and guessed what it might be when it wasn't clear. Always pointing out the HOW to execute a command is key help. Thank you so much of making the videos and helping us learn. Take care.
Throw some plugins in there and this really would be a goat tutorial. Also when talking antialising it would prob be interesting to showcase the follow active quads feature.
very easy to follow, great tips, thanks. do you ever use the addon UV Squares? It allows you to convert a curved section to a straight rectangular one to make it easier to place on the uv grid
Me: I bet this video is going to be a shill video for a paid plug-in Video: We will be using vanilla blender without any plug-ins or add-ons Angelic Choir: [Begins singing as the clouds part]
Ridiculous how behind blender is regarding uv worflows. No visible uvs in edgemode? No edge selection in the uveditor? No checker override material ready with a button?
Seams show up as red edges in Edit mode, you can select edges in the UV editor, but yeah, there is no override material with a button (at least with no addons)
It's 2024, and still nobody has bothered to write reasonable UV unmapping algos, pretty pathetic, free software, like Truespace, had better UV unwrapping _30_ _years_ _ago_
Project from View is actually a laughably good solution to resetting your UV map, there is a "reset" option only in viewport edit mode UV context menu, but it collapses all the faces of the mesh into 0-1 of the UV tile, and overlaps ALL of them. This means if you have like 15.000 faces, your Blender will probably cascade into a black hole.
interesting content that goes to the point and wants to give answers to questions, but it's explained so fast it's quite hard to understand anything :(
@@OnMars3D i ended up placing seams down the middle and parts where straight edges were. i don't see a noticeable seam on the texture model, but that's probably since I've just textured it with solid colours.
I teach more or less the same in terms of UV-unwrapping. What I say to people when it comes to hard surfaces, in particular, is for them to always place seams between smoothing groups. This is the case because it allows Substance 3D Painter to properly stitch together the normals on the model without leaving ugly black seams or aliasing issues between shading groups. There is a lot of maths involved in a good UV map, and it is something I have been teaching people who are interested in learning why something works, as opposed to just doing it.
Nice video! Lots of good tips. The only thing I would add is to try allign quads to the uv, I use the "UV Squares" addon for that, works great and is pay what you want. When baking texturers, if the edge move diagonally on the uv it can cause artefacts, the addon lay down the model following the quads, so that they allign pixel perfect to the texture. It needs to be used correctly, so I guess that's why he didn't talk about it in the video, but in the example of the wheel he is unwrapping, i would have split the cirlce geometry and unwap everything perfectly alligned.
You don't need to, but as I brought up in the video, for beginners, it's a great way to clean up the messy UV islands from modeling. When you first start UV Unwrapping, seeing that mess of UVs can be overwhelming.
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At 2:39 I talk about the UVs not being sync'd with the the mesh selection, you can just enable 'UV Sync Selection' next to the 'Select Mode' icons in the top right of the UV Editor window. Thanks to @dalerose4958 for pointing this out!
You might need to pin this
oops, thanks @@PersonWithDreamz
This makes me embarrassed about how I have been uv unwrapping. I would just push smart unwrap, place my major planes, and then take all of the tiny details, compress them down and stick them on top of the texture randomly, hoping no one would notice
Dude!! This is the most clearly put UV unwrapping video I've seen ... thank you for not explaining things like complex object UVs with a cube as the example 😍
Glad to hear it, thanks for the kind words!
Great tutorial. One thing that often times gets overlooked is „follow active quads“ for straighten uvs
Thanks for the tip, I'll cover that in a future video!
This is clearly one of the best and most concise uv tutorial I have seen. Totally recommended video 💯.
I already knew the information but that's after expermenting and checking tutorials. If possible I think a video about uv techniqes would be a good part 2, stuff like UV Overlap, texel density and UDIMs.
Awesome, thank you! I'll cover those topics in future videos!
I remember trying to look into how to do this between 2008 and now and it has always been complicated and confusing to me, and while it's clear the technology has advanced to make this a more streamlined process, i've also never seen someone explain such an enigmatic topic to a beginner like me so easily like this before. Thanks!
I have to reiterate what everyone else is saying: this is the absolute BEST tutorial on UV mapping and unwrapping I have ever watched...and this is after years of fighting with uv maps and islands and wondering what was going on. You deserve a million thank you's, more likes and subs.
And its still totally useless for professional work
Appreciate it, thanks for the kind words @zana3d!
Man! I've watched a LOT of UV unwrapping videos and yours makes the most sense, and is succinct. Kudos to you, kind sir.
Glad it was helpful!
0:05 ". . . with no extra UV mapping add-ons or plug-ins." Thank you!
No problem!
THIS IS THE BEST UV MAPPING TUTORIAL SO FAR
Respect:
Knowledge, Presentation, Video and specially your speaking and voice control is on a high professional level.
One of the best videos about UV !
Thank you, I put a lot of work into this video, glad it's being well received!
If I remember correctly, the reason for "less seams = better" is because UVs are stored per vertex, having a seam will double the UV data for each vertex on the seam increasing memory consumption, a resource that has become less "scarce" over the years.
THANK YOU so much for showing this process on a more difficult object! I've watched unwrapping tutorials before, but most of them showed it on the default cube. UV and rigging are my long-time enemies, I'll try it next time, based on your tutorial.
There are so many good videos on your channel that I really appreciate for understanding 3D. I also want to learn your tips and techniques on Substance Painter and environment lighting.
Awesome, thank you!
Isn't the project from view an unnecessary step? If you place Seams and unwrap the uv map gets wiped and created even if you dont have one? Maybe I misunderstood something here.
If I have any advice to beginners doing UVs that I really wish Id focused on sooner. It's learning topology. I don't know how many hours I've wasted just trying to fix issues just to find out it's my topology that's a complete mess. Now the modelling part takes a bit longer but fixing issues is a minimum so in the end I'm faster.
Project from view is an extra step to clean up the UVs in the editor. What I noticed when students are first learning is they get overwhelmed by seeing the UVs being a mess in the editor. In addition to that, you can select and Mark seams directly in the editor so having it based on the project from view makes it easier to select.
And agreed, good topology makes UVs much easier to work with.
I was thinking the same thing. If you’re doing your seams in the viewport then you can leave the UVs as a jumbled mess because as soon as you do the Unwrap command they all get replaced anyway.
Thank you for the efficient tutorial at 1:33, after that the rest of the video is just yapping😴
Hey bro great tutorial! But i got one question. Why can't we use smart UV unwrapping for this?
FAKE VIDE
spends over 2 min explaining and then he just shows something he already had started and it's half done.
love the video but im running into an issue that i cant find anywhere online. ill Uv this humanoid figure, it looks fine, then I try to add a meterial and it brakes the uv ive done.
Took me three months to find this. All the uv tutorials were out of date and would bump with each other. One would say one thing. Then the next vid would say the opposite. So i got really frustrated and stuck. My only thing is , even if i properly uv unwrap . How do i make sure my textures look the same when i export them to Unity ? Do you have a texture bake tutorial? I tried doing the embed textures option but its never done right. Maybe one obejects textures are embedded and show up when i do extract in unity. So im super stuck there
Despite seams not being an important matter in UV mapping, it is better that there is the least amount of them, as separate uv coordinates translate later in duplicate vertices when exported, especially for real time graphics
Very true, I will be discussing this in future videos!
I'm overcomplicating a Halloween costume by trying to turn a 3D model into fabric patterns and this video is helping me get there (I hope!) First video I can actually follow and I get what I'm trying to get.
I'm currently studying at an art college where 3D is part of my graduation, sadly I wasn't taught the basics of 3D. So this is a life saver for my graduation.
Happy to help!
Jumped into my first big project and discovered "smart unwrap" wasn't too smart...
This is a great tutorial for filling gaps in my knowledge, thank you!
A bit of feedback, it's incredibly distracting, and disorientating when the camera keeps cutting back to you talking, a voice over while you work would have flowed much better.
Such great reviews. Wish I could say the same. I had the video open on a 32 inch Monitor, playing at 0.25 speed and I was still having difficulty following his clicks. Particularly hard to follow when adding the Node:Wrangler from the "community" tab unders Edit:Preferences:Addon menu. [Blender default community is not selected]
It was also difficult to follow the Material:Color:Image and then Select the UV texture.
BTW you really talk funny at 0.25X.
You do alot of face camera explaning, but when it comes to actions, you seem to have a tendancy to hit the gas.
The other issue, before you start with UV editor, you should breifly explain how you set up your, its better if you are not sure what changes you've, just start with a cube and get it to where you want it.
Out of the box, blender will not render a UV texture in edit or object mode, even when you change the material. You can see it under the paint texture mode.
I'm 2 weeks into learning blender and modelling. My hope is to make a mod from start to finnish. And if all goes well to start modding. Your experience is amazing and I thank you so much.
why when i pack UVs the UV's gets reorganized? making organizing them before packing useless!? probably because it rescales the UVs?
I immediately ran into a problem on the first step. I'm making a VRChat avatar (from scratch) with outlines and when i clicked scale the outlines were removed. Does anyone know how to fix this?
Nothing against your video, the explanation was great, but man the more I learn about UVs the more I dislike them :')
Could you explain if there are any advantages to having separate objects in a scene? For instance, when I created an oil barrel, I added a plug on top by simply aligning a circle mesh with the surface, keeping everything as a single object. Would there be any benefits to making the plug a separate object instead?
When you select the 'Pack Islands' function you have a settings box that appears, how are you doing that? mine just applies it immediately
UV mapping was the hardest thing to ~wrap my head around~ but thanks to your video, the mysteries have been ~unwrapped~ Thanks!
Glad to hear it!
Thank you so much for this video ! The best one for uv unrwrapping. Just to know, i was on maya before and i used to straighten my uv as much as i could, how can i do that on blender ? Thanks !
no un-needed crap, straight to the point. This is why I love simple tutorials!
Glad you enjoyed it!
Thans your video! I have a question, I want to unwrapping on my heart model, do I need to do this before animating the heart or can I do it after animating it?
Hey! :)
This is probably a whole topic in itself, but what is UV packing and when would/should one do it?
Thanks!
I'm not too sure why the need of project UV from View. After you marked seam and unwrap, the result still the same without making a "Clean Slate".
Hey, this new blender is a bit confusing, can you make a Bake Texture tutorial? it will help me so much
Perfect Tutorial! Thank you soooo much! Straight to the point and very helpful tips!
Project from view step is redundant in Blender unlike Maya, correct me if I am wrong.
Short summary of the video: do the unwrap by hand as you've always done 💀
nah, my brain is so rotted that I can't stop giggling when he starts talking about entering edge mode and having good edge flow
I literally just auto unwrap, pack and I'm good. No problems for me so far
WOW, so simple. Thank you!!!
When you go into UV editing, theres nothing on the grid on the left side. This is like the 10th tutorial im watching and yall are missing something or this program is just a piece of dog shit.
4:27 was wondering why I dont get the checker image on my object ... I have to assign, I got a button your version doesnt.
Sadly the unwrap algorithm in blender is not great. And blender writes UV not correctly when exporting USD, and it has become even worse with version 4. If you export USD in ascii format you can directly see that they are exporting it wrong, not following the official USD documentation. :( For most people blender looks fantastic, but under the hood it often looks like a software that is not made by industry professionals. :-/ i hope they will learn fast and start to improve.
Finally someone say it!
In my case, I prefer to do the uv mapping with Maya only for a simple detail, and it's tha Maya respects the planes and doesn"t deform it. Something tha blender does only because it wants.
Open source sucks, that’s the price you pay for it being free.
I dont think i ever had issues with usd and uvs since blender 3.2, is there a bug report for it?
@@cumibakar10if you think proprietary is any better, you havent worked as a developer. In fact, the most hideous pieces of code i have seen have all been in propietary software, hidden away from the eyes and criticism of people.
modeled for 3 years in blender now, never had any unwrapping issues that were not made by me and stupid overthinking
"if you have clean topology" in my dreams.
Hello iam watching u r video since the car modeling but i have a problem on making a curve guide can u plz make a tutorial on that plz it wil be vert helpful
I'm trying to learn blender right now and this video is immensely helpful! Thank you!
Glad it was helpful!
Holy shit. I've been struggling with UV for years and this tutorial finally made it all click.
Love to hear it, glad to help!
Kinda surprised you did not touch on UDIMs, particularly due to how much more you can pack into a single material by supporting UDIMs in a given Mesh.
thanks mate......many videos seem to assume you understand everything BEFORE telling about UV mapping. you make it very clear for beginners.
That was my goal, glad it helped!
I'm trying to UV unwrap a mando helmet too lmao
One of the best and more precise tutorials. You just explained settings I didn't even know existed and I'm grateful for it
I love how straight to the point the tutorial is, just what i needed... I already know abour UVs but changing from 3dsmax to blender was a bit confusing for me
Any tips on changing from 3ds max to blender I am under going the same transition as my student subscription is soon to expire. I’ve noticed that the selection and navigation controls are a bit different and from max and it’s been frustrating.
Man after many years in 3d universe, I was looking for a video / tuto to explain to my relatives what is UV unwrapping ! This video is soooo clear and interesting! Bravo and thank you
Great to hear!
One fo the most basic rules not mentioned in the video is this: if something CAN be straightened, it SHOULD be straightened. It's one of the most important rules of UV mapping, especially when talking about hard-surface assets. In this video, for example, those two long islands on a tyre UV are just asking to be straigtened into rectangles.
Straigtening the UVs results in less visible pixelization on UV shell borders - which means better looking bakes, especially on lower texture resolutions. It also makes UV shells easier to pack to each other, resulting in less UV space being wasted.
Yeah, great point, I'll be sure to bring this up in future videos!
This seams really important.
I'm a solo game dev and this was a godsend of a video. Tysm
Happy to help!
Good video. Suggestion - when saying to do some process, occasionally there was no indication of HOW to do them. Had to put it on .75 and try to see the action and guessed what it might be when it wasn't clear. Always pointing out the HOW to execute a command is key help. Thank you so much of making the videos and helping us learn. Take care.
Thanks for the input, I'll plan to make a real-time step by step video in the future!
Very well done. Would have liked to see about having different UVMaps though.
4:20 it's really strange that it isn't just a single button click in the UV panel. Doing that whole thing just destroys my workflow.
Throw some plugins in there and this really would be a goat tutorial. Also when talking antialising it would prob be interesting to showcase the follow active quads feature.
dude was looking at the script 🤩
I know lots of people use blender then Maya
very easy to follow, great tips, thanks. do you ever use the addon UV Squares? It allows you to convert a curved section to a straight rectangular one to make it easier to place on the uv grid
Me: I bet this video is going to be a shill video for a paid plug-in
Video: We will be using vanilla blender without any plug-ins or add-ons
Angelic Choir: [Begins singing as the clouds part]
I feel the same way, most of the time, I like to get as far as I can with the default/vanilla tools before looking into plugins/addons.
Ridiculous how behind blender is regarding uv worflows. No visible uvs in edgemode? No edge selection in the uveditor? No checker override material ready with a button?
Seams show up as red edges in Edit mode, you can select edges in the UV editor, but yeah, there is no override material with a button (at least with no addons)
I didn't know about "select sharp edges", that's crazy ngl
79040 Adonis Parkway
Calling me out on my desk corn?! Unreasonable attack against me. If this wasn't so useful, I'd be offended.
Glad someone caught that :)
Subbed! Awesome tutorial.
It's 2024, and still nobody has bothered to write reasonable UV unmapping algos, pretty pathetic, free software, like Truespace, had better UV unwrapping _30_ _years_ _ago_
Is there a reason you keep UV Sync off?
That's a feature off by default!? Thanks for pointing that out, wish I found that out sooner!
Project from View is actually a laughably good solution to resetting your UV map, there is a "reset" option only in viewport edit mode UV context menu, but it collapses all the faces of the mesh into 0-1 of the UV tile, and overlaps ALL of them. This means if you have like 15.000 faces, your Blender will probably cascade into a black hole.
Perfect tutorial. Thank you very much.
You're welcome!
wow, blender 4.0 is so crazy, I usually use rizomUV for UV map, but now ... I think it will reduce the time UV_pack
Rule of the thumb for uv is: if the texture appears, it works, no need to waste time.
FYI display stretch is broken for Mac users and a fix will land in 4.1. Alternatively use the last working version of 3.4.1.
what is "prenault"? for prenault ? preno? prelno?
interesting content that goes to the point and wants to give answers to questions, but it's explained so fast it's quite hard to understand anything :(
I'll plan to make a future video on this where I cover it in real-time and step by step!
excellent tutorial but I got a problem I don't see does tools that you have in your UV Editor in my UV editor and am using blender 3.6
🤔
thanks so much for this tutorial im just starting in blender and you helped me a ton! kudos
Glad I could help!
how should i go about unwrapping a cylinder shaped model like a lightsabre hilt? should i place the edges along the middle?
Yeah, that will work fine, no place to really hide it on a model that can be viewed from 360 degrees
@@OnMars3D i ended up placing seams down the middle and parts where straight edges were. i don't see a noticeable seam on the texture model, but that's probably since I've just textured it with solid colours.
Best video I've seen in a long time
Yea if you are using vanilla blender for unwrapping then this is probably the most efficient and sanity preserving method.
I teach more or less the same in terms of UV-unwrapping. What I say to people when it comes to hard surfaces, in particular, is for them to always place seams between smoothing groups. This is the case because it allows Substance 3D Painter to properly stitch together the normals on the model without leaving ugly black seams or aliasing issues between shading groups. There is a lot of maths involved in a good UV map, and it is something I have been teaching people who are interested in learning why something works, as opposed to just doing it.
Finally a UV Unwrap video that makes sense to me, thank you!
Glad you found it helpful!
very helpful even for a complete beginner like me!! tysm!
Glad it was helpful!
This is totally unusable for any type of professional workflow.
This is the one that made it click for me, thanks for making me hate the process less!
Nice video! Lots of good tips. The only thing I would add is to try allign quads to the uv, I use the "UV Squares" addon for that, works great and is pay what you want. When baking texturers, if the edge move diagonally on the uv it can cause artefacts, the addon lay down the model following the quads, so that they allign pixel perfect to the texture. It needs to be used correctly, so I guess that's why he didn't talk about it in the video, but in the example of the wheel he is unwrapping, i would have split the cirlce geometry and unwap everything perfectly alligned.
u don't need prject from view to make the seams and islands
You don't need to, but as I brought up in the video, for beginners, it's a great way to clean up the messy UV islands from modeling. When you first start UV Unwrapping, seeing that mess of UVs can be overwhelming.
Thank you for such a clear and helpful tutorial :)
You're a lifesaver 🤟🤟
i learned in 7 minutes what i was trying to do for months, my UVs now is perfect, thank you
Glad it helped!
As a beginner in blender this is extremely helpful and straightforward, thank you.
Brilliant