You in 15 minutes taught me what I struggled for weeks to learn. Thanks for the process flow also, easily one of the most pain-free blender tutorials I've seen. Great job!!
Excellent tutorial, your pacing is spot on (For me anyway) I easily get lost in technical jargon and your explanations are exactly what i need. Thanks !
Thanks! That's why I didn't make this series like those short and fast tutorials, which most people can't even follow. I like to explain and teach things instead of just showing them because most people, me including, don't even try to follow the tutorial if it's a fast-paced one and not step by step.
For the UV straightening: Straighten a SINGLE quad, then select it, followed by L to select island, and press SPACE to open Command Prompt, and type "Follow Active Quads".
Excelent and elegant tutorial! Thank u so much :) Also a TIP: for the island flatening we can just strighten one quad by selecting left and right nodes of the quad then S->X->0 and upper and down nodes with S->Y->0 (one pair at a time), then select that face, press L to select the whole island and right click -> Follow Active Quads. Keep up the good work, congrats :D
This is THE best video I have ever seen about UV‘s and the fact there are more videos in this series is perfect gonna watch them now ty for these videos ❤
the best blender tutorial ever watched since I was started. i'm just newbie and hoping from this channel I will learn a lot about blender and exporting in unity coz that was exactly i really want to learn. keep up the good job, new subscriber here!
Holy macaroni. That was almost a bit too much for my old and slow brain but I did it. Very interesting technique and topic. It took me quite some time to follow till the end but it worked. Thank you for the video. Basis to explore this stuff further is now here. Appreciate your work and that you provide good walkthroughs for beginners for free. Thanks, sir.
Thanks for this video dude its a massive help. Ive watched so many videos on this subject and gotten lost so many times. This series is perfect to follow along with. Cheers for taking the time to do this
My UV wrap of the body of the barrel does not look perfect as in 5:24 where yours seem much more smooth. Mine look more clogged up,I have followed every step and dont know what to do.
I know this reply comes really late but I had the same issue. For me, the reason was that I had duplicate vertices for whatever reason, which meant that the seam did not meet the other seam correctly. To solve that, select all vertices, right click + merge vertices + by distance with a very small value.
You can align the UV straight much quicker than that with a lot less clicks. Simply align the four sides of any one quad in the UV map, then with that quad as the active selection right click and select "follow active quads".. boom one straight UV..
Nice to hear that, and thank you for the sub! Yes, I will make much more videos. At the moment I'm busy working on my huge modular buildings pack for the Unity asset store.
hi, i have no overlapping vertices, i marked the seams but my uv of the little detail things are not splitted of at the and like yours at 7:41 i get a pentagon with a loop cut in it.
i fixed it, i think it has to do with intersection polygons, becase the first detail i had snappend on the surface of the polygon, so i think that gives it trouble.
Great tutorial. My UV map looks completely different, though. I think I've created a mesh on the inside of the barrel as well, by some dumb mistake... No idea how to fix that.
IMPORTANT! At 1:39, after you enable "Material Preview," in some cases, you won't see any Texture on your Barrel, and it's completely normal, so move on and continue watching the tutorial! . It's because "UVMap," which was already applied to the "Cylinder," was stretched and in some cases ruined during the modeling process of the Barrel. And it's completely normal. We will make a new UVMap later in this video ;)
When I mark the seam on the top of the barrel and then unwrap the whole barrel, my UV map doesnt look like yours, also I cant select all the circle in one ALT + left click. It only selects half of the circle and then I have to select the other half with Shift + Alt + left click. I just dont get one clean top barrel on the map :(
You might have overlapping Vertices. In Edit mode, press A - to select all Vertices (make sure you are in a Vertex select mode, not edge or face select), RCLICK > Merge Vertices > By Distance. After doing that, your overlapping vertices should be merged together. And then try to mark those seams if needed and Unwrap again.
Could anyone explain to me why his UV map looks so different? When I unwrap, I have so many extra little parts compared to him in the video. I'm gonna keep following the best I can, but I just wanted to understand why that was.
Why do we want to make theem straight? I get that it is more intuitive but is there a lot of stretch otherwise or is the stretch actually appropriate vecauae some areas cover more *real world space and therefore need more UV space
7:43 My barrel tap doesn't unwrap the same way, it looks as if the edges didn't get cut, so instead of unwrapping like a flower, it unwraps with the edges uncut, like just a pentagon with another pentagon outside, but since it's all connected it looks bad, anyone that could tell me why didn't it cut? i followed all steps up to this point. For the moment ill continue this way in order to finish the tutorial.
Fixed, i must've fucked up in the previous tutorial, selecting the lid and merging by distance solved the problem, if anyone encounters the same problem because of not properly following each step. - Select any part of the lid. - Then L to select the entire lid. - M to open Merge menu. - Select "By distance" to merge by distance. - Continue with the tutorial: Ctrl+Alt+Edge -> Right click -> Mark seam -> L with mouse on lid -> U unwrap
For low poly it's fine, manageable. But what is the ideal way to do the same process for a high poly model? All that manual edge looping thing is impossible for big models
Why impossible? I think you are overthinking it. If let's say I made the same style barrel but in high poly, with all the wooden planks modeled. Adding seams pretty much at the same position I did in this tutorial would work just as good as for the low poly mesh. Of course, it depends on how much detail you add to your high poly mesh, but if it's a clean high poly mesh, adding seams and Unwrapping shouldn't be a problem, no matter how big it's. The main thing is to understand how UV Unwrapping works and understand that by adding seams, you are just cutting the mesh into pieces like origami. It might always seem hard at first, but after doing it over and over again with a bunch of different models, you get used to it. Always start simple, like in this video. Also, it depends on your needs and texturing workflow. You can always use "Smart UV Projection," which can give pretty good results a lot of the time without adding any seams!
Quick question, do the UV islands have to stay in the texture square? Also, I'm not sure how to do this for more complicated objects, do you have any videos on that?
1. No, you can palace UV Islands anywhere inside and outside the Texture area. For example, if you use tiling texture/s, some of the UV Islands might be inside and slightly outside of the texture area. You can see how it repeats if you move UV Island around the texture. There are a bunch of different approaches to texturing and UV Unwrapping. 2. Currently, I don't have videos on more complicated objects.
Using Blender 4.1.1 I'm following the tutorial but unwrapping the barrel creates a weird shape different from the video. I don't know what's going wrong
Thanks! You can always come up with different process depending on your asset style and your needs. For example, you can just take a barrel, open the Edit Mode, A - to select everything, and U > Smart UV Projection. That's it, you have generated a decent UV Map for the Barrel and can start texturing it. But using "Smart UV Projection" most of the time can make a lot of sepparate UV Islands which would waste UV Map space and make your texturing process a pain if you do a hand painted textures. If you use software like Substance Painter or paint textures directly in Blender than most of the time that can work pretty well. Just keep in mind that Unwrapping manually most of the time you can make a better UV Map which doesn't waste UV space and make texture resolution higher and texturing easier if you do it well. From the experience I can tell that "Smart UV PRojection" can work pretty good for simple hard surface models. If you are working on something more complex or organic, than doing manual Unwrapping is the best in my experience. Also, you can use a bunch of different Unwrapping techniques for certain parts of the mesh too!
@@LMHPOLY Wow, thank you so much for the detailed reply! It was really helpful! That was exactly what I meant. Also I just wanted to say that your tutorials are amazing because they are very well made and have a great pacing. Good job and thanks again!
I did literally everything like u showed it on this video and It still doesn't work for me well. UV map is getting weirdo, like 2 circles and few rounded corner pieces. What could i do wrong there?
@@LMHPOLY Well I sit on it again, and got better effect, but my barrel is still generating 2 UV islands like its cut in the middle by horizontal. Gonna send it with the "UV BARREL" topic, thanks so much for help brother!
@@LMHPOLY Mine's doing something similar. When I get to "Alt-left-click to select edge loop" at 2:33, it's only selecting one half of the loop, as if there is a vertical cut down the middle of the mesh. Any tips? Edit: Nevermind, saw your other comment elsewhere about merging vertices by distance. Thanks!
I couldn't see the UV material applied on the model, though the UV grid displayed in the pane to the right (yes, I had material preview on). Through random clicking, I had to go to Object Data Properties tab and under the UV Maps drop down, I added a map. That seemed to fix the issue.
I'm not sure if you followed my tutorial from the part 1 where I showed how to model the Barrel from the "Cylinder," but that could be the main issue why you didn't see the texture applied to the Barrel at 1:39 the way I did in the video. Of course, you should just continue watching the tutorial and Unwrap the mesh without any problems. But it's kind of my bad on the tutorial part at 1:39 for not explaining that in some cases, you won't see the texture applied on your mesh because UVMap can be completely ruined when modeling the Barrel from the Cylinder! The thing is that every primitive shape like Cube, or in this case Cylinder, has already UVMap applied by default (it's unwrapped already)! And after we modeled the Barrel by scaling the Cylinder and extruding faces, that UVMap was stretched and not applied to the top or the bottom parts, which were created newly by extrusion(Blender doesn't Unwrap the mesh automatically if you extrude faces). So that's why at 1:39 my Barrel has stretched texture on the side but nothing on top or the bottom.
Love this, its a great help A question in your toolbar is very different from mine (a lot cleaner) how did you do this or is it just the different blender version?
Thank you! I was using Blender 2.91 with default settings. The only thing I removed was Timeline at the bottom. Also, if your tools on the left side have names written beside the icons, you can remove them by dragging and minimizing the tools window using your mouse.
@@LMHPOLY I have the same issue, I applied it before starting as instructed and even went as far to recreate the entire barrel. It is still coming out deformed when using conformal option. Is there any advice to solve this issue? Thank you and thanks for the tutorials :D
Without seeing the mesh itself I can't really help you out. But my guess is that you have overlapping geometry/vertices in your barrel. If you have overlapping geometry, you can fix it my mergin all of the overlapping vertices by going tho the Edit Mode (TAB), A - to select all vertices, and press M > By Distance. After going that try to UV Unwrap the mesh again. If you still can't figure this out. Send me your .blend file to justinas@lmhpoly.com
@KingTerterstopmotion If you are talking about overlapping geometry, I thought about doing a video about it because I realized that so much beginners had this problem. Basically, when you press E - to extrude and press RMB or ESC to "cancel" the extrusion, it actually don't cancel the action, but instead put the extruded geometry at the default position (position where you started the action) which creates overlapped new created geometry.
Well, that means you did something wrong. Maybe, as most people do, you duplicated geometry and have overlapping faces and vertices on each other somewhere by accident. Try to open the edit mode, select all vertices (by pressing A) in Vertex Select Mode, then RClick > Merge Vertices > By Distance. And try to Unwrap the mesh again.
@@LMHPOLY Got the same problem and worked for me! Just make as they said and merge the bottom vertices. Could see at first glance, but you can prove it by selecting the bottom vertices and moving it around (with "G").
You just save as always, "File > Save" It shouldn't be a problem. Maybe you missed something. For example, maybe you opened the wrong file, not the same one you saved, because I've never ever had any save issues in Blender in 14 years.
My guess that you have overlapping geometry which you extruded accidently. You can select and move any vertex on your barrel mesh (in Edit Mode) to see if it's true. TO FIX IT: Try to go in the Edit Mode (TAB), then A - to select all vertices/faces, press M > By Distance - to merge overlapping vertives/geometry. Now watch this UV Unwrapping tutorial from the start.
UV stuff really is some of the least intuitive nonsense that exists in Blender. It's completely awful the kind of arcane rituals you need to do just to be able to texture properly. You explained everything very well, but when I mark seam and then unwrap, I get a fucked up result where it won't properly select just the island. It also selects the outer parts of the whole barrel...and they are fully linked so I can't unselect one without unselecting the other. Edit: I tried the advice of merging overlapping vertices but it did nothing. When I revert my save file, I even get a different result now. It selects the whole thing and only the outer edge of the island. I really hate Blender Edit edit: I unselected UV Sync Selection and finagled with it, and it allowed me to actually only select the island. After doing that and following the tutorial, by the end of the video, the vertices were no longer connected. This makes no sense, but I'll take it..
Watch(Part 3/5) Texturing In Blender & GIMP th-cam.com/video/SOds_RGOimg/w-d-xo.html
The fact that someone disliked the video the same minute I've published that is kinda sus.
Probably red is sus
They were so excited that they clicked it wrong
yeah these people have no life, great tutorial tho, looking forward to learn low poly modelling
Haters gonna hate
You in 15 minutes taught me what I struggled for weeks to learn. Thanks for the process flow also, easily one of the most pain-free blender tutorials I've seen. Great job!!
true
Cant agree more. i have ADHD and Autism so i need to have really slow and detailed information.
Thank god for people like you who actually explain and guide viewers through the entire process.
Glad you found this video helpful. Thank you for watching!
Excellent tutorial, your pacing is spot on (For me anyway) I easily get lost in technical jargon and your explanations are exactly what i need. Thanks !
Thanks! That's why I didn't make this series like those short and fast tutorials, which most people can't even follow. I like to explain and teach things instead of just showing them because most people, me including, don't even try to follow the tutorial if it's a fast-paced one and not step by step.
For the UV straightening: Straighten a SINGLE quad, then select it, followed by L to select island, and press SPACE to open Command Prompt, and type "Follow Active Quads".
Excelent and elegant tutorial! Thank u so much :) Also a TIP: for the island flatening we can just strighten one quad by selecting left and right nodes of the quad then S->X->0 and upper and down nodes with S->Y->0 (one pair at a time), then select that face, press L to select the whole island and right click -> Follow Active Quads. Keep up the good work, congrats :D
Exactly. This makes the process much simpler and faster
You sir just saved my life, I will be forever grateful to you!
This is by far the best UV tutorial I have ever watched , my monke brain finally understands it.
LMAO, thanks ;D
This is THE best video I have ever seen about UV‘s and the fact there are more videos in this series is perfect gonna watch them now ty for these videos ❤
I've been struggling so much with uv unwrapping and you just appear and make it all clear. Thank you very much man! Great video!
the best blender tutorial ever watched since I was started. i'm just newbie and hoping from this channel I will learn a lot about blender and exporting in unity coz that was exactly i really want to learn. keep up the good job, new subscriber here!
Thank you for the sub and for watching my videos!
Holy macaroni. That was almost a bit too much for my old and slow brain but I did it. Very interesting technique and topic. It took me quite some time to follow till the end but it worked. Thank you for the video. Basis to explore this stuff further is now here. Appreciate your work and that you provide good walkthroughs for beginners for free. Thanks, sir.
Sir , you deserve a seat in heavens for this awesome tutorial , god bless your days
Keep up the good work. It really helps a lot, especially with your quick tips as there are features I did not know about in Blender.
Thanks for this video dude its a massive help. Ive watched so many videos on this subject and gotten lost so many times. This series is perfect to follow along with. Cheers for taking the time to do this
THANK YOU! I'm glad that you found this series helpful :) That means my time making it wasn't a waste ^^
The majority of this did not apply to me but the first 4 minutes did! Took me about 1 day of googling. Thank you!
This author deserves more subscriptions, views and likes. Thank you sir, for the advice and help you gave me when I got stuck in a step. Priceless!
This is an excellent tutorial. Well done! I just want to say a huge, huge thank you.
My UV wrap of the body of the barrel does not look perfect as in 5:24 where yours seem much more smooth. Mine look more clogged up,I have followed every step and dont know what to do.
I know this reply comes really late but I had the same issue. For me, the reason was that I had duplicate vertices for whatever reason, which meant that the seam did not meet the other seam correctly. To solve that, select all vertices, right click + merge vertices + by distance with a very small value.
@@j0tah47 You are a life saver
Dude thank you so much for these videos all the other ones I found were just too outdated and unusable! keep up the great work!
Thank you so much for these videos, You are a good teacher, Highly informative and very useful information for a beginner.
You can align the UV straight much quicker than that with a lot less clicks. Simply align the four sides of any one quad in the UV map, then with that quad as the active selection right click and select "follow active quads".. boom one straight UV..
Perfect! For me, just starting out, it was very clear and objective.
You are so good at explaining this. Very thorough. Thank you so much
This finally helped me with figuring out how to do something I was stuck on for 2 days. Thank you.
Very well explained, it is really a very good series. Thank you very much.
finally thank u
i couldnt understand uv unwrapping from Guru he made it complicated
Greetings from Arkansas. Top notch videos, thank you!
i just wanna say im complete beginner and your tutorial has helped me the most out of 30 i have watched good job keep it up!
Bro you fixed my problem 30 seconds in. Subscribing and hoping you're still making tutos! Thanks!
Nice to hear that, and thank you for the sub! Yes, I will make much more videos. At the moment I'm busy working on my huge modular buildings pack for the Unity asset store.
Perfect tutorial, thank you so much.
Subscribed. Very detailed tutorial mate. Thanks a lot.
very professional i love it!
I really like that you always say outloud the same hotkeys over and over whenever you use them because it's easier to memorize them this way
That's is exactly why I do that! Thank you for stopping by :)
thanks a lot dude
ngl best tutorial nicely explained
hi, i have no overlapping vertices, i marked the seams but my uv of the little detail things are not splitted of at the and like yours at 7:41 i get a pentagon with a loop cut in it.
i fixed it, i think it has to do with intersection polygons, becase the first detail i had snappend on the surface of the polygon, so i think that gives it trouble.
2 out of 5, let's see if I ever going to fully complete my first Blender project (have a good feeling that I will- thanks to you)
Amazing Video really slow paste and perfect for beginners with adhd and Autism:)
you're a king thank you 👑
That's amazing !!!
I love these tutorials! :) Tomorrow I will start 3 part
Great tutorial. My UV map looks completely different, though. I think I've created a mesh on the inside of the barrel as well, by some dumb mistake... No idea how to fix that.
Thank you so much, sir. You have helped me a lot today:)
IMPORTANT! At 1:39, after you enable "Material Preview," in some cases, you won't see any Texture on your Barrel, and it's completely normal, so move on and continue watching the tutorial!
.
It's because "UVMap," which was already applied to the "Cylinder," was stretched and in some cases ruined during the modeling process of the Barrel. And it's completely normal. We will make a new UVMap later in this video ;)
Que curso perfeito Não para não !!! Sou Brasileiro :D
Clearly describe! God be glorified ♥
When I mark the seam on the top of the barrel and then unwrap the whole barrel, my UV map doesnt look like yours, also I cant select all the circle in one ALT + left click. It only selects half of the circle and then I have to select the other half with Shift + Alt + left click. I just dont get one clean top barrel on the map :(
You might have overlapping Vertices. In Edit mode, press A - to select all Vertices (make sure you are in a Vertex select mode, not edge or face select), RCLICK > Merge Vertices > By Distance. After doing that, your overlapping vertices should be merged together. And then try to mark those seams if needed and Unwrap again.
@@LMHPOLY wonderful! It worked. You saved me thanks a lot :D
I was having the exact same problem! Glad I found your post and the solution.
This was the exact answer I was looking for! Truly astonishing!
@@LMHPOLY I had same problem...thanks for solution
Amazing, tank you.
You are the best
Oh, man... 5:40 that is key for my personal project. I'm sure that's going to help.
You are so good !
I was waiting these video from a lot !
@@warmice8265 Thank you for watching! I'm editing the Texturing video at the moment ;)
Could anyone explain to me why his UV map looks so different? When I unwrap, I have so many extra little parts compared to him in the video. I'm gonna keep following the best I can, but I just wanted to understand why that was.
great explanation!
Hello! In case someone else is having the barrel UV twice and in very weird shape, I just had to merge geometry cause it was duplicated and it worked.
Thank you, Keep Up the GREAT Work
Why do we want to make theem straight? I get that it is more intuitive but is there a lot of stretch otherwise or is the stretch actually appropriate vecauae some areas cover more *real world space and therefore need more UV space
Really well explained, thank you ♥
Well explained. Great video.
7:43 My barrel tap doesn't unwrap the same way, it looks as if the edges didn't get cut, so instead of unwrapping like a flower, it unwraps with the edges uncut, like just a pentagon with another pentagon outside, but since it's all connected it looks bad, anyone that could tell me why didn't it cut? i followed all steps up to this point. For the moment ill continue this way in order to finish the tutorial.
Oh, i see the problem, the tap has literally another pentagon within the base, that's why.
Fixed, i must've fucked up in the previous tutorial, selecting the lid and merging by distance solved the problem, if anyone encounters the same problem because of not properly following each step.
- Select any part of the lid.
- Then L to select the entire lid.
- M to open Merge menu.
- Select "By distance" to merge by distance.
- Continue with the tutorial: Ctrl+Alt+Edge -> Right click -> Mark seam -> L with mouse on lid -> U unwrap
can you please make some animation tutorial in blender, I want to learn from your channel, you explained every details well. thank you
Very well done and helpful, thanks!
The best thing i like is the way you talk, it is great, BTW where are you from
Thanks! I'm from Lithuania.
For low poly it's fine, manageable. But what is the ideal way to do the same process for a high poly model? All that manual edge looping thing is impossible for big models
Why impossible? I think you are overthinking it. If let's say I made the same style barrel but in high poly, with all the wooden planks modeled. Adding seams pretty much at the same position I did in this tutorial would work just as good as for the low poly mesh. Of course, it depends on how much detail you add to your high poly mesh, but if it's a clean high poly mesh, adding seams and Unwrapping shouldn't be a problem, no matter how big it's. The main thing is to understand how UV Unwrapping works and understand that by adding seams, you are just cutting the mesh into pieces like origami.
It might always seem hard at first, but after doing it over and over again with a bunch of different models, you get used to it. Always start simple, like in this video.
Also, it depends on your needs and texturing workflow. You can always use "Smart UV Projection," which can give pretty good results a lot of the time without adding any seams!
Thanks for amazing tutorials. Perfect....
my uv blend thing is not straight at all even after i did everything you said im confused
i found your video like treasure. Thank
Really Thank You..amazing tutorial
Nice video!
Quick question, do the UV islands have to stay in the texture square? Also, I'm not sure how to do this for more complicated objects, do you have any videos on that?
1. No, you can palace UV Islands anywhere inside and outside the Texture area. For example, if you use tiling texture/s, some of the UV Islands might be inside and slightly outside of the texture area. You can see how it repeats if you move UV Island around the texture. There are a bunch of different approaches to texturing and UV Unwrapping.
2. Currently, I don't have videos on more complicated objects.
@@LMHPOLY ok thanks, you should totally make one though :)
easy to follow. very nice
Using Blender 4.1.1 I'm following the tutorial but unwrapping the barrel creates a weird shape different from the video. I don't know what's going wrong
Super useful tutorial big thanks
The tutorials are amazing but is this process necessary for each prop i want to make? It seems slow but i guess its the best way?
Thanks! You can always come up with different process depending on your asset style and your needs. For example, you can just take a barrel, open the Edit Mode, A - to select everything, and U > Smart UV Projection. That's it, you have generated a decent UV Map for the Barrel and can start texturing it. But using "Smart UV Projection" most of the time can make a lot of sepparate UV Islands which would waste UV Map space and make your texturing process a pain if you do a hand painted textures. If you use software like Substance Painter or paint textures directly in Blender than most of the time that can work pretty well. Just keep in mind that Unwrapping manually most of the time you can make a better UV Map which doesn't waste UV space and make texture resolution higher and texturing easier if you do it well.
From the experience I can tell that "Smart UV PRojection" can work pretty good for simple hard surface models. If you are working on something more complex or organic, than doing manual Unwrapping is the best in my experience. Also, you can use a bunch of different Unwrapping techniques for certain parts of the mesh too!
@@LMHPOLY Wow, thank you so much for the detailed reply! It was really helpful! That was exactly what I meant. Also I just wanted to say that your tutorials are amazing because they are very well made and have a great pacing. Good job and thanks again!
I did literally everything like u showed it on this video and It still doesn't work for me well. UV map is getting weirdo, like 2 circles and few rounded corner pieces. What could i do wrong there?
Send me a .blend file to my email and I will look at that. I need to actually see what you did wrong and help you out ;)
@@LMHPOLY Well I sit on it again, and got better effect, but my barrel is still generating 2 UV islands like its cut in the middle by horizontal. Gonna send it with the "UV BARREL" topic, thanks so much for help brother!
@@WiktoruS I don't know if you see that but I sent you an email with a video explanation of how to fix your problems yesterday!
@@LMHPOLY Mine's doing something similar. When I get to "Alt-left-click to select edge loop" at 2:33, it's only selecting one half of the loop, as if there is a vertical cut down the middle of the mesh. Any tips? Edit: Nevermind, saw your other comment elsewhere about merging vertices by distance. Thanks!
Awesome 👍
When mark the bottom ring as a seam and unwrap, holes appear in the barrel's main body uv island.
Send me an email with an image, or it would be best that you include the .blend file so I can look that up.
Thank you!
I couldn't see the UV material applied on the model, though the UV grid displayed in the pane to the right (yes, I had material preview on). Through random clicking, I had to go to Object Data Properties tab and under the UV Maps drop down, I added a map. That seemed to fix the issue.
I'm not sure if you followed my tutorial from the part 1 where I showed how to model the Barrel from the "Cylinder," but that could be the main issue why you didn't see the texture applied to the Barrel at 1:39 the way I did in the video. Of course, you should just continue watching the tutorial and Unwrap the mesh without any problems. But it's kind of my bad on the tutorial part at 1:39 for not explaining that in some cases, you won't see the texture applied on your mesh because UVMap can be completely ruined when modeling the Barrel from the Cylinder!
The thing is that every primitive shape like Cube, or in this case Cylinder, has already UVMap applied by default (it's unwrapped already)! And after we modeled the Barrel by scaling the Cylinder and extruding faces, that UVMap was stretched and not applied to the top or the bottom parts, which were created newly by extrusion(Blender doesn't Unwrap the mesh automatically if you extrude faces). So that's why at 1:39 my Barrel has stretched texture on the side but nothing on top or the bottom.
@@LMHPOLY I'll check it thank you!
Love this, its a great help
A question
in your toolbar is very different from mine (a lot cleaner)
how did you do this or is it just the different blender version?
Thank you!
I was using Blender 2.91 with default settings.
The only thing I removed was Timeline at the bottom.
Also, if your tools on the left side have names written beside the icons, you can remove them by dragging and minimizing the tools window using your mouse.
Thank you very much.
Thank you so much!
I can't make those circles be round after the Uv unwrap, even with Conformal option, how can I fix it?
Have you applied Rotation & Scale like I showed at 0:10 ?
@@LMHPOLY I have the same issue, I applied it before starting as instructed and even went as far to recreate the entire barrel. It is still coming out deformed when using conformal option. Is there any advice to solve this issue? Thank you and thanks for the tutorials :D
Go to front or top view and choose the cylindrical projection uv unwrap option for the side of the barrel.
thank you
i dont get the same uv map , idk why? i got a very different and strected out map which formed two closed loops in place of seams.
Without seeing the mesh itself I can't really help you out. But my guess is that you have overlapping geometry/vertices in your barrel. If you have overlapping geometry, you can fix it my mergin all of the overlapping vertices by going tho the Edit Mode (TAB), A - to select all vertices, and press M > By Distance. After going that try to UV Unwrap the mesh again.
If you still can't figure this out. Send me your .blend file to justinas@lmhpoly.com
@@LMHPOLY holy fuck thx i was struggling on the same thing
@@LMHPOLY How do we stop that from happening?
@KingTerterstopmotion If you are talking about overlapping geometry, I thought about doing a video about it because I realized that so much beginners had this problem. Basically, when you press E - to extrude and press RMB or ESC to "cancel" the extrusion, it actually don't cancel the action, but instead put the extruded geometry at the default position (position where you started the action) which creates overlapped new created geometry.
@@LMHPOLY please make a video on it
Thanks.
Thanks
Nice..simple.
why does my UV unwrap give me different result?
Well, that means you did something wrong. Maybe, as most people do, you duplicated geometry and have overlapping faces and vertices on each other somewhere by accident. Try to open the edit mode, select all vertices (by pressing A) in Vertex Select Mode, then RClick > Merge Vertices > By Distance. And try to Unwrap the mesh again.
@@LMHPOLY Got the same problem and worked for me!
Just make as they said and merge the bottom vertices. Could see at first glance, but you can prove it by selecting the bottom vertices and moving it around (with "G").
Same here. Merge vertices by distance and it will work.
@@LMHPOLY THANK YOU FOR EXPLAINING THAT
How should I save the project after Unwrap? I saved my project and when I opened it again all the work was gone :X
You just save as always, "File > Save"
It shouldn't be a problem. Maybe you missed something. For example, maybe you opened the wrong file, not the same one you saved, because I've never ever had any save issues in Blender in 14 years.
@@LMHPOLY Thank you!
thank you 3000
Can I just use "material" instead of "texture"?
Well of course. You can only use the material, and make that material one solid color.
Where do we get the barrel model?
make it in the first video
dosnt work for me i have to many circles and i cant find any more faces that it should belong to.
My guess that you have overlapping geometry which you extruded accidently. You can select and move any vertex on your barrel mesh (in Edit Mode) to see if it's true.
TO FIX IT:
Try to go in the Edit Mode (TAB), then A - to select all vertices/faces, press M > By Distance - to merge overlapping vertives/geometry. Now watch this UV Unwrapping tutorial from the start.
For anyone that cant unwrap the barrel - watch video "Blender Cylinder or Cone Not Working Not Unwrapping Properly" here on TH-cam :)
Thanks for help, a im ok now.
Don't know why but my uv is not even look close to yours
Got that weired wrap streching even after doing the step
@@shadirvan7918 Hey! Can you send me your .blend file to justinas(at)lmhpoly(dot)com and I will check it out ;)
Hmm the Uv for the plug on top of the barrel is just a bunch of scribbles. Probably screwed up in the modeling portion somehow lol.
UV stuff really is some of the least intuitive nonsense that exists in Blender. It's completely awful the kind of arcane rituals you need to do just to be able to texture properly.
You explained everything very well, but when I mark seam and then unwrap, I get a fucked up result where it won't properly select just the island. It also selects the outer parts of the whole barrel...and they are fully linked so I can't unselect one without unselecting the other.
Edit: I tried the advice of merging overlapping vertices but it did nothing. When I revert my save file, I even get a different result now. It selects the whole thing and only the outer edge of the island.
I really hate Blender
Edit edit: I unselected UV Sync Selection and finagled with it, and it allowed me to actually only select the island. After doing that and following the tutorial, by the end of the video, the vertices were no longer connected. This makes no sense, but I'll take it..