NEW in 4.3! Minimum Stretch UV Unwrapping.

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  • Опубликовано: 24 ноя 2024

Комментарии • 134

  • @ChrisMills-AmbientSpace
    @ChrisMills-AmbientSpace Месяц назад +75

    I love how you inform us about what is coming - AND - how Blender functions both in context of history and usability. Thank you!

    • @dunravin
      @dunravin Месяц назад +4

      Agreed. Christopher really gets into the technical nitty gritty. Invaluable educator.

  • @zedglos4883
    @zedglos4883 Месяц назад +39

    The old UVs in example 2 look like they're flipping me off, and that just feels so accurate lol

  • @smortonmedia
    @smortonmedia Месяц назад +15

    Wow I learned more about UV unwrapping in this tutorial than I ever have before, ever, period... lol

  • @krysidian
    @krysidian Месяц назад +17

    That importance weights features is gonna be so useful! Will allow me to reduce the amound of UV sculpting I have to do as well. So glad this got implemented natively in time

    • @Candle_Jack90XX
      @Candle_Jack90XX Месяц назад

      Oh, yeah. It looks amazing, especially for faces, fingers, and toes. I can't wait to use this version of Blender.😍

  • @TamerBayouq
    @TamerBayouq Месяц назад +18

    So good. Looks like it will make UV unwrapping less painful.

  • @shrigurnalkar
    @shrigurnalkar Месяц назад +7

    WOW....This is the best update for the texturing

  • @LacklusterFilms
    @LacklusterFilms Месяц назад +11

    You are by far my favorite blender RUclips channel, thanks for the videos!

  • @therealmattbixler
    @therealmattbixler Месяц назад +8

    I'm really inexperienced with UV mapping, but I've been eyeballing it for a while with an interest in eventually spending some time learning to some by-hand texture painting on meshes. That vertex weights method feels so naturalistic and so approachable for someone coming to this from a more traditional artist's perspective. This video might have actually gotten me the motivation I need to decide to sit down and learn this properly once 4.3's release drops.

    • @christopher3d475
      @christopher3d475  Месяц назад +4

      I'm thinking of doing some specific UV mapping videos. Blender's UV mapping system is a bit archaic to learn unfortunately. So I might do some on it.

  • @barchuk422
    @barchuk422 Месяц назад +7

    the ear example is mindblowing
    i can finally do a horrible job creating uv seams

  • @rapido53
    @rapido53 Месяц назад +3

    This guy is an expert, no doubt.

  • @fadepanther6224
    @fadepanther6224 Месяц назад +1

    I... I'm a child. When the hand was UV unwarpped the first time I spent a good few minutes laughing at the idea that the Algorithm for conform was making the middle finger of both sides of the hand the largest.
    I learned a lot from this, and honestly I'm a lot more excited for the 4.3 to come out now.

  • @FancyFun3433
    @FancyFun3433 25 дней назад

    The amount of rich information that this video provides is outstanding 🙏🙏🙏

  • @Butterbilk
    @Butterbilk Месяц назад +3

    Thanks for the breakdown Chris! This looks to be an excellent new unwrapper for organic shapes in particular. In the future, I’d suggest using the the “UV Stretch” overlay along with your checker to directly visualize how well each algorithm is handling angle/area stretching of the faces. I’ve always got that enabled when working with UVs. Cheers!

    • @christopher3d475
      @christopher3d475  Месяц назад +2

      Ah that's a great tip. I didn't know about that option.

  • @Auzurialprints
    @Auzurialprints Месяц назад +1

    I love this development but its also good to remember for anyone who is newer to any kind of 3d software. That when dealing with uv's, while having a uniform unwrap can be so incredibly nice, you dont have to call it good there. Dedicating the resolution to areas of interest is extremely powerful.
    An example could be the ear. The inside of the canal may hardly ever be in shot of a camera. You can use the resolution of your uv on the more prominant parts that are going to be seen more often.
    What makes me excited about the minimum stretch is having a baseling to start with. I have always seen uv mapping like sewing. Just with the ability to stretch and still conform to my subject.

  • @Sanndman555
    @Sanndman555 Месяц назад +1

    Thanks a lot for the video! One of the most common issues i have with Blender's UV system is the little distortion i get when using angle based unwrapping but now surely i will be only using minimal stretch unwrapping more often

  • @ChristophWerner
    @ChristophWerner Месяц назад +3

    Another great explanation, Christopher. Thank you for this!

  • @resonate9815
    @resonate9815 Месяц назад +2

    YES!!!! I have been asking for this feature for a decade

  • @Buliwyf71
    @Buliwyf71 9 дней назад

    Awesome, thanks for showing what's new and how it works. Great video, keep it up.

  • @williamsideas
    @williamsideas Месяц назад +3

    this is great!! How did I not know that this was even an option, to fix distortions and I would break up the UVs into more islands creating more seams. This will definitly help me.

    • @christopher3d475
      @christopher3d475  Месяц назад +2

      Well, it was kind of buried in the release notes for 4.3. Apparently this feature development started back in 2.79, and was never completed, until now.

    • @NotSoMuchFrankly
      @NotSoMuchFrankly Месяц назад +1

      @@christopher3d475 Hit it out of the park again. I love how your tutorials are kind of deep dives and yet to-the-point. Your clarity and pacing are unmatched. AND you look ahead at beta which is something I get burned trying to do b/c I learn nothing with trial and error. TQ!
      You, sir, are a gift!

  • @MrJdeffp007
    @MrJdeffp007 Месяц назад +2

    thank you for your review of mapping UV options within blender. Projection techniques need also to adapt to tessellation when dealing with super high resolution or adaptive tessellation models. L.O>D. tessellation mapping needs tools that operate similar to a hull over top of complex irregular shapes. I find that more development is needed in learning to unwrap extremely complex shapes that are very tedious to overcome by hand. Any thoughts?

  • @NorthstriderGaming
    @NorthstriderGaming Месяц назад +1

    Thank you for this video. This was well done, has shown all options in comparison and it was professionally moderated.

  • @robm509
    @robm509 Месяц назад

    I’ve been waiting for this feature in Blender for so many years!

  • @PASHKULI
    @PASHKULI Месяц назад +1

    Thank you for doing those tutorial videos, right to the point, spot on!

  • @ybenax
    @ybenax 28 дней назад

    Your content is amazing. I'm glad I discovered this channel today; instantly subscribed. Keep going with the great job!

  • @stoinercraft6389
    @stoinercraft6389 Месяц назад +1

    this video is sooo good

  • @ShadeAKAhayate
    @ShadeAKAhayate Месяц назад

    That last part is damn magic.

  • @gordon7936
    @gordon7936 Месяц назад +1

    I think first steps in this direction where made long time ago but nobody cared to actually take and implement it in blender. There're also so many great addons, really necessary to work on professional projects, that should have been merged with blender but nobody cares. I just hope this is as good as zbrush unwrapper as I had to always unwrap there. Great video.

    • @christopher3d475
      @christopher3d475  Месяц назад

      The development for this new feature actually began back in 2.79, and was then shelved for a long time. But I agree, there are a lot of things I'd like the see happen with Blender's UV mapper, it's a bit too convoluted at times for my taste.

  • @saad7260
    @saad7260 Месяц назад

    you are the best christopher, we can't thank you enough for your hard work

  • @LeopoldBaranowska-q5d
    @LeopoldBaranowska-q5d Месяц назад +1

    Great demo, I learnt alot! Thank you.

  • @brandonhernandez1111
    @brandonhernandez1111 Месяц назад +1

    Hell yeah, I’m excited for what’s coming

  • @Beryesa.
    @Beryesa. 19 дней назад

    Loved the presentation style!

  • @luispompa827
    @luispompa827 Месяц назад +1

    Great

  • @EternoAprendizBlender
    @EternoAprendizBlender Месяц назад +1

    Its a great improvement ! Thanks for sharing !
    It would be nice to see a video of how the different UV smooth methods in subdivision modifier affect the UV

    • @christopher3d475
      @christopher3d475  Месяц назад +1

      I didn't cover that option because the effect is small and I wanted to keep the video from being too long. But it's easy to see how the option affects the unwrap, easy to test.

  • @Fessoid
    @Fessoid Месяц назад +1

    Спасибо, познавательно. Всё больше хочу окунуться в мир 3d

  • @gabrielmoro3d
    @gabrielmoro3d Месяц назад

    This is fantastic progress!

  • @virtualmind9341
    @virtualmind9341 Месяц назад +1

    I'm still on 3.6 LTS and haven't really had any reason to upgrade until now.
    This looks really amazing.
    I may take the risk and hop off LTS to have this.

  • @josephbrandenburg4373
    @josephbrandenburg4373 Месяц назад

    Hooray! New UV unwrapping tools!! 🎉🥳

  • @ellopropello
    @ellopropello Месяц назад +3

    funny how the unwrapped hand just gave you the middle finger :) thank you for your great videos

  • @theftking
    @theftking Месяц назад +14

    Great video - I learned a lot about the different unwrapping algorithms. However, come Blender 4.3, why would one use anything other than minimal stretch?

    • @christopher3d475
      @christopher3d475  Месяц назад +21

      Because each algorithm may work better or worse depending on a given mesh. LSCM and Angle work better with pinning verts and re-unwrapping to alter the original than this new minimal routine. So it's smart for them to keep all 3 for people to determine which may work best for their model or situation.

  • @Flo18PSG
    @Flo18PSG Месяц назад

    Man you have some great tutorials. And this one is one of them !
    Really well explained with some examples. Just perfect ! 👌👏
    Really cool trick for UV unwrapping 🔥

  • @polybomb1978
    @polybomb1978 Месяц назад

    I just learned about 30 things in this video. thank you so much!

  • @arttilt
    @arttilt Месяц назад +2

    Excellent update. Thank you for sharing.

  • @fabbrobbaf
    @fabbrobbaf Месяц назад

    The Conformal-UV-unwrap of the hand made me laugh way too much. Anyway your videos are alway super interesting and the vertex group trick is magic!

  • @superkaboose1066
    @superkaboose1066 Месяц назад +1

    Welp, looks like I'm moving to 4.3 asap, that's massive! Too bad plugins can take a while to move over too, perfect showcase.

  • @nanayawbriefo
    @nanayawbriefo Месяц назад

    The old one literally feels like meh! I have a workaorund but this is one update I have been looking for, and it's finally here.

  • @pierrerasamoela4761
    @pierrerasamoela4761 Месяц назад

    mindblowing ! thank you so much!

  • @jorgebernier5d
    @jorgebernier5d Месяц назад

    This is excellent :O. I can't wait to start using it on my characters. Thanks for sharing. Great video.

  • @kenziemac130
    @kenziemac130 Месяц назад +1

    This solves sooo much pain

  • @apathypeace
    @apathypeace Месяц назад

    impressive, cant wait to test some projects for myself

  • @Coolae450
    @Coolae450 Месяц назад +3

    Yay now godot and blender are on the same version

  • @Ruuubick
    @Ruuubick 28 дней назад

    FYI for others, you can flip through those unwrapping modes in the contextual menu that pops up when using the function without having to unwrapping again 👍

  • @taids
    @taids Месяц назад +1

    Excellent, thank you

  • @proudsnail1417
    @proudsnail1417 Месяц назад +1

    I need this!

  • @venacava7897
    @venacava7897 Месяц назад +2

    4:10 - didn't know a UV map could flip me off but it happened💀

  • @andreheynes4646
    @andreheynes4646 Месяц назад

    Excellent video as usual, and done at a great pace for beginners like me

  • @AArmstrongC
    @AArmstrongC Месяц назад

    This is greaaat! thanks Chris! :)

  • @andersonleonel2237
    @andersonleonel2237 Месяц назад

    So useful man, thaks a lot! One of the best tools....

  • @CrazyPlanetSick
    @CrazyPlanetSick Месяц назад

    Great tutorial! Thanks!

  • @nikko3d
    @nikko3d Месяц назад +1

    great!, thanks

  • @zeeyannosse
    @zeeyannosse Месяц назад

    Thank you very much !

  • @digitalmc
    @digitalmc Месяц назад

    Thats awesome. I really want them to add more Loop Tools functions to UV tools though. Especially spacing vertices evenly along a curve without changing the curve shape. G-slide too. Stuff like that.

    • @christopher3d475
      @christopher3d475  Месяц назад +1

      I was just opining for a distribute function in the UV mapper today.

  • @silvaright
    @silvaright 19 дней назад

    Super helpful!

  • @Lucidus_V
    @Lucidus_V Месяц назад

    Wow, that is huge!

  • @Ss1-u9n
    @Ss1-u9n Месяц назад

    That was very useful and awsome, thank you so much!!!

  • @FacundoComix
    @FacundoComix Месяц назад

    Great video, thanks!

  • @pragashtrincomalee934
    @pragashtrincomalee934 Месяц назад +1

    useful thank you

  • @YounesSS-p8v
    @YounesSS-p8v Месяц назад +1

    this is big !! do you have any information about when simulations going to be improved ?

  • @JesseJuup
    @JesseJuup Месяц назад

    Great video! Thank you very much.

  • @LudaneRua
    @LudaneRua Месяц назад

    these are amazing news!, UV unwrapping is such a pain xd

  • @artbyderby
    @artbyderby Месяц назад

    thanks for the theory lesson my college never even fkn focused, i swear ive learned more on youtube

  • @felipecouto9726
    @felipecouto9726 Месяц назад

    Wow.
    Excellent video!!

  • @VortexArtLab
    @VortexArtLab Месяц назад +3

    Wow! Amazing! A very necessary thing, thanks for the explanation. Is there any reason at all for the conformal method to remain in future versions of the program, given its obvious shortcomings?

    • @christopher3d475
      @christopher3d475  Месяц назад +5

      I think it's smart to keep each algorithm. They each behave in sort of unique ways with any given data set. There are some situations I found where Conformal and Angle Based produced better results than Minimum Stretch. One scenario where this is the case has to do with pinning points, this new algorithm doesn't seem to work as well with pinning. So options are good to have in this case.

    • @Ayu96
      @Ayu96 Месяц назад +2

      it works really well (better than angle based) for cube-like objects or hard surface in general, in my experience

  • @h-unte-r_
    @h-unte-r_ Месяц назад

    wow thanks for explain😀👍👍👍 that what we need. 💥

  • @sylwesterwielanek
    @sylwesterwielanek 19 дней назад

    AMAZING

  • @FarukAhmet
    @FarukAhmet Месяц назад

    I thank God every day that my job (usually) doesn't involve UV unwrapping 🙏🏻

  • @hectorbacchus
    @hectorbacchus Месяц назад

    Nice video. 👍

  • @KaranKumar-v6t2z
    @KaranKumar-v6t2z Месяц назад

    Nice update thank you for the information. Does 4.2 has importance weights ?

  • @GaryAus
    @GaryAus Месяц назад

    This should be the default next time, would be awesome 👍

  • @blamejane
    @blamejane 18 дней назад

    Just subscribed, new blender user here (formerly modo) awesome tutorial. Wanted to ask if you could share the chess scene or possibly your wood material. Best I've seen!!

    • @christopher3d475
      @christopher3d475  16 дней назад

      Yes, I've also been a past Modo user. Yeah, I could share it if you want. Just let me know where to send it.

  • @la_tua_amica_libertaria
    @la_tua_amica_libertaria Месяц назад

    Off topic: I saw your comment under another video about Retopoflow, where you mentioned an algorithm which subdivides trianlges into triangles, which makes a lot of sense. I wonder if you could maybe make a video in the future about this topic? If I ask myself why I avoid triangles, one of the reason is because they would subdivide into quads and screw up the topology. If they would subdivide into triangles, it would remove at least one reason why we fear triangles in our topology. Why is nobody talking about it? I think this topic should be more popular.

    • @christopher3d475
      @christopher3d475  Месяц назад

      I'll take a look at doing some examples.

    • @christopher3d475
      @christopher3d475  Месяц назад +1

      Here's a quick example I just did. You can see in the top image, the topology of the subdivided geometry flows better. The cage triangles are subdivided into triangles that are otherwise integrated into a standard quad-based subdivision. The bottom is standard Catmull-Clark and it creates a kind of nasty pole in the middle of the subdivision. drive.google.com/file/d/18MOlGcPbhbpQCbRJRJg4jxEtPKoDj94X/view?usp=sharing

  • @Agent_6039
    @Agent_6039 24 дня назад

    Great video! Was wondering if you accept requests to cover topics, If yes could you please make one on the data transfer modifier going in depth ? Your other videos using it were very useful as introductions.

  • @Jonah_Anthony
    @Jonah_Anthony Месяц назад +4

    The result at 4:10 made me laugh my ass off

  • @CinemaAnimation1402
    @CinemaAnimation1402 Месяц назад

    ممنون، خیلی خوبه : )

  • @Optimus97
    @Optimus97 Месяц назад

    Can you take a look at 4.3's new volume scattering phase functions? When you have the time, of course.

    • @christopher3d475
      @christopher3d475  Месяц назад

      I did a quick look at them, at first glance they seemed kind of esoteric in terms of the difference each one made.

  • @C-CW
    @C-CW Месяц назад

    It's like "Holy shit...." at the end

  • @camerbot
    @camerbot Месяц назад

    wow i didnt know that this actually shipped in blender after being stuck for so many years!

    • @christopher3d475
      @christopher3d475  Месяц назад

      Its development started back in 2.79 apparently, and then it got mothballed only to be resurrected for 4.3.

  • @criminalbotanist
    @criminalbotanist Месяц назад

    Yeahh this is what i like. Is this the superior go-to method for curved surfaces now? Does it have any downsides?

    • @christopher3d475
      @christopher3d475  Месяц назад

      It doesn't always work as well with pinned points as the other method I've found.

  • @s.fartash4244
    @s.fartash4244 21 день назад

    >_ That was amazing ..

  • @tiranito3715
    @tiranito3715 5 дней назад

    yes cool how do I get the old one again? or rather, what option is the equivalent of the old "unwrap" button?

  • @BrentonWoods774
    @BrentonWoods774 Месяц назад

    I'm still waiting for an AI that will do this step for me, flawlessly :D

  • @GAMERRAZUMNO
    @GAMERRAZUMNO Месяц назад

    The real question is - is this new method works better than RizomUV one or worse?

    • @bodstor
      @bodstor Месяц назад

      I think not. Because this method was made by the developer of the addon UVPackmaster, and RizomUV is a separate program made by more than one or two people

  • @Inwardcrowd2210
    @Inwardcrowd2210 Месяц назад

    is there a way to add this for the 4.2 ? T -T

  • @NilsLeideck
    @NilsLeideck Месяц назад

    Why do I then need the older UV methods anymore?

    • @christopher3d475
      @christopher3d475  Месяц назад

      Because sometimes Conformal or Angle Based might still work better. It's smart to leave those other methods in place.

  • @aegisgfx
    @aegisgfx Месяц назад

    Can anyone tell me why we are not using AI for things like UV mapping and retopo???

  • @sergioajbs1840
    @sergioajbs1840 Месяц назад

    holy, is this already out?

    • @christopher3d475
      @christopher3d475  Месяц назад

      4.3 is supposed to be released next month, so about a month away.

    • @sergioajbs1840
      @sergioajbs1840 Месяц назад

      @@christopher3d475 great

  • @marsmotion
    @marsmotion Месяц назад

    Why isn't it in 4.2 lts

    • @sebbosebbo9794
      @sebbosebbo9794 Месяц назад

      its in 4.3. BETA ....
      so its now ready & open for testing ...

  • @lucdina5118
    @lucdina5118 Месяц назад

    Why didn’t they keep the best part and depreciate the old one

    • @christopher3d475
      @christopher3d475  Месяц назад +1

      Because the other unwrapping routines still might work better for some objects. It's best to leave them there as options.

    • @lucdina5118
      @lucdina5118 Месяц назад

      @@christopher3d475 thanks for your reply 😊

  • @phalhappy8612
    @phalhappy8612 Месяц назад

    can you compare Volkan and OpenGL? what are the area of focus that Volkan bring to the table?

    • @christopher3d475
      @christopher3d475  Месяц назад +1

      I'm on MacOS which uses Metal backend, so I don't have a way of testing Vulkan. It's being implemented as a replacement for OpenGL and is still in testing.

  • @foncon9642
    @foncon9642 Месяц назад

    damn, I just unwrapped every bone of a skeleton RIP

  • @BoboTheImp
    @BoboTheImp Месяц назад

    4:11
    Well I never