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
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.
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.
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!
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.
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
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.
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.
@@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!
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?
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.
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.
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
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.
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.
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?
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.
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 🔥
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 👍
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.
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?
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.
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!!
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.
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
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.
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
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.
I love how you inform us about what is coming - AND - how Blender functions both in context of history and usability. Thank you!
Agreed. Christopher really gets into the technical nitty gritty. Invaluable educator.
The old UVs in example 2 look like they're flipping me off, and that just feels so accurate lol
Yeah, ha, I didn't want to mention it...
Wow I learned more about UV unwrapping in this tutorial than I ever have before, ever, period... lol
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
Oh, yeah. It looks amazing, especially for faces, fingers, and toes. I can't wait to use this version of Blender.😍
So good. Looks like it will make UV unwrapping less painful.
WOW....This is the best update for the texturing
You are by far my favorite blender RUclips channel, thanks for the videos!
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.
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.
the ear example is mindblowing
i can finally do a horrible job creating uv seams
This guy is an expert, no doubt.
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.
The amount of rich information that this video provides is outstanding 🙏🙏🙏
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!
Ah that's a great tip. I didn't know about that option.
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.
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
Another great explanation, Christopher. Thank you for this!
YES!!!! I have been asking for this feature for a decade
Awesome, thanks for showing what's new and how it works. Great video, keep it up.
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.
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.
@@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!
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?
Thank you for this video. This was well done, has shown all options in comparison and it was professionally moderated.
I’ve been waiting for this feature in Blender for so many years!
Thank you for doing those tutorial videos, right to the point, spot on!
Your content is amazing. I'm glad I discovered this channel today; instantly subscribed. Keep going with the great job!
this video is sooo good
That last part is damn magic.
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.
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.
you are the best christopher, we can't thank you enough for your hard work
Great demo, I learnt alot! Thank you.
Hell yeah, I’m excited for what’s coming
Loved the presentation style!
Great
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
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.
Спасибо, познавательно. Всё больше хочу окунуться в мир 3d
This is fantastic progress!
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.
A lot of good things in 4.0+
Hooray! New UV unwrapping tools!! 🎉🥳
funny how the unwrapped hand just gave you the middle finger :) thank you for your great videos
It was giving *_US_* the middle finger.
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?
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.
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 🔥
I just learned about 30 things in this video. thank you so much!
Excellent update. Thank you for sharing.
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!
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.
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.
mindblowing ! thank you so much!
This is excellent :O. I can't wait to start using it on my characters. Thanks for sharing. Great video.
This solves sooo much pain
impressive, cant wait to test some projects for myself
Yay now godot and blender are on the same version
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 👍
Excellent, thank you
I need this!
4:10 - didn't know a UV map could flip me off but it happened💀
Excellent video as usual, and done at a great pace for beginners like me
This is greaaat! thanks Chris! :)
So useful man, thaks a lot! One of the best tools....
Great tutorial! Thanks!
great!, thanks
Thank you very much !
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.
I was just opining for a distribute function in the UV mapper today.
Super helpful!
Wow, that is huge!
That was very useful and awsome, thank you so much!!!
Great video, thanks!
useful thank you
this is big !! do you have any information about when simulations going to be improved ?
Great video! Thank you very much.
these are amazing news!, UV unwrapping is such a pain xd
thanks for the theory lesson my college never even fkn focused, i swear ive learned more on youtube
Wow.
Excellent video!!
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?
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.
it works really well (better than angle based) for cube-like objects or hard surface in general, in my experience
wow thanks for explain😀👍👍👍 that what we need. 💥
AMAZING
I thank God every day that my job (usually) doesn't involve UV unwrapping 🙏🏻
Nice video. 👍
Nice update thank you for the information. Does 4.2 has importance weights ?
This should be the default next time, would be awesome 👍
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!!
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.
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.
I'll take a look at doing some examples.
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
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.
The result at 4:10 made me laugh my ass off
ممنون، خیلی خوبه : )
Can you take a look at 4.3's new volume scattering phase functions? When you have the time, of course.
I did a quick look at them, at first glance they seemed kind of esoteric in terms of the difference each one made.
It's like "Holy shit...." at the end
wow i didnt know that this actually shipped in blender after being stuck for so many years!
Its development started back in 2.79 apparently, and then it got mothballed only to be resurrected for 4.3.
Yeahh this is what i like. Is this the superior go-to method for curved surfaces now? Does it have any downsides?
It doesn't always work as well with pinned points as the other method I've found.
>_ That was amazing ..
yes cool how do I get the old one again? or rather, what option is the equivalent of the old "unwrap" button?
I'm still waiting for an AI that will do this step for me, flawlessly :D
The real question is - is this new method works better than RizomUV one or worse?
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
is there a way to add this for the 4.2 ? T -T
Why do I then need the older UV methods anymore?
Because sometimes Conformal or Angle Based might still work better. It's smart to leave those other methods in place.
Can anyone tell me why we are not using AI for things like UV mapping and retopo???
holy, is this already out?
4.3 is supposed to be released next month, so about a month away.
@@christopher3d475 great
Why isn't it in 4.2 lts
its in 4.3. BETA ....
so its now ready & open for testing ...
Why didn’t they keep the best part and depreciate the old one
Because the other unwrapping routines still might work better for some objects. It's best to leave them there as options.
@@christopher3d475 thanks for your reply 😊
can you compare Volkan and OpenGL? what are the area of focus that Volkan bring to the table?
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.
damn, I just unwrapped every bone of a skeleton RIP
4:11
Well I never