Master 3D Modeling and Topology Today! www.onmars3d.com/ Discord: discord.gg/vybvJnEeya 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 🙂
This is an amazing video! I'm still new to 3D modeling/animation software and I already feel like I've learned more in this video than I have in the past few weeks!
Awesome UV video! Once you break down those complex 3D shapes into simpler 2D planes it becomes so much easier. I think it also helps to understand where you have natural transitions in the materials and textures. Not only does it give you a few locations to cut before unfolding, but it also makes it easier to texture in Painter since you won't have to manually paint masks (use ID maps or UV chunk polygon fill).
10:45 Another option for curved faces is to select a edgeloop from the middle and then press sraighten shell. If you don't have a any edgeloop in the middle you can add it with "Multi-cut" tool pressing Ctrl or with the "Quad Draw" tool. Once the edgeloop is selected press Straighten Shell. Once the UV is straight you can select the edgeloop and press "Ctrl+Backspace to delete it.
THANK YOU SO MUCH to be honest by your videos it helped me really well i am studying game asset and designing and never knew these tricks till now you really helped me a lot i shared with all my classmates these stuff are so good. Can you please make a video that how to do a proper unwarp game asset is making udims and apply shader or fit all the uv in same UDIMS?
you literally explained everything one needs to know .Tysm for this gem of a video. I was uv unwrapping in Blender till now, so it's extremely similar, but definitely less efficient and has less features than Maya. Did I mention less intuitive, as well?
Do you not get jagged edges on your texture with diagonal UV edges like those at 3:59? I've been struggling to find a balance between stretching my UV shells in order to get straight lines, and accepting diagonals in my UV edges. Cutting shells up with more seams also creates more vertices which raise the model's size and performance cost when working for games. :(
Great tutorial! I like to actually select and cut faces sometimes as it sometimes makes it easier to visualise. CTRL SHIFT X in the UV editor window cuts the perimeter of a face group.
Okie so the math for cut& seu is to just select the outer edges of the model and cut them right? And the thing on which we wanna do some other texture it has to be cut right?
Really awesome video! I learned a lot. I was just wondering about one thing: I'm currently in school learning, among other things, UV mapping. We are told to sow the pieces back together again after unfolding and straightening, but you don't do that. Is that not necessary? What does that actually accomplish?
Hello, my fellow student! It will help you more in the texturing time. At first, it may seem pointless and even annoying, but trust me, not doing it PROPERLY will make the texturing process a pain, be it to you or for another artist who decide to texture by themselves. Keep in mind that I am also a student, not a professional, but I did my best trying to explain.
I seriously need help, I am currently on my professional practice making a 3D model for my workplace but now that I'm on the UV mapping step it's all a mess - overlapping UV shells, Non-manifold vertices that I can't find or know how to fix, the cleanup mesh tool isn't doing anything and I got like 10 days to finish it! The worst part is that I'm trying to follow this tutorial but step 3 doesn't work on my model! And I don't know why that is! I am panicking!
Is it possible to re-adjust some UVs, lets say I have rendered my model, and it showed some results that aren't suppose to be there. Is it possible to correct UVs even then or is it just a one time process?
Blender does not have History like Maya, instead, it has a Modifier List. you can 'Apply' the modifiers but then you will be using a 'destructive' workflow.
so for this model that you are making the toturial with . does it have multple materials ? cause you cant have those parts in a one udimm . (gaming scenerio) do you have single uv for the whole model ?
Yeah, when I texture it in Substance Painter, I apply one material so it's on a single texture set. I only used multple materials in Maya to better visualize the model for this video.
Master 3D Modeling and Topology Today! www.onmars3d.com/
Discord: discord.gg/vybvJnEeya
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 🙂
that cylinder trick is sooo good! thanks
Happy to help!
Im glad I came across this video. Best, straight to the point and clear tutorial on UV.
Happy to help!
Really well edited chap! Enjoyed that video a lot, makes me wanna go back to Maya!
Apprecaite it, trying to improve with every video!
This is an amazing video! I'm still new to 3D modeling/animation software and I already feel like I've learned more in this video than I have in the past few weeks!
Awesome UV video! Once you break down those complex 3D shapes into simpler 2D planes it becomes so much easier. I think it also helps to understand where you have natural transitions in the materials and textures. Not only does it give you a few locations to cut before unfolding, but it also makes it easier to texture in Painter since you won't have to manually paint masks (use ID maps or UV chunk polygon fill).
Well said, those are great tips!
I've watched alot of Uv mapping videos but i still had some doubts and this video has helped me clear up most of them. Thank you so much 🙏🙏🥳
編集も解説もめちゃ丁寧、親切ですばらしい
Been UV Mapping for a long time, but that cylindrical projection threw me off. Great video as always 🔥
Glad you found it helpful!
I mastered uv mapping after this video thank you man I’m glad I came across this video ❤❤❤❤ all love
Wow, the solving for UV Seams is very much appreciated! Thank you.
10:45 Another option for curved faces is to select a edgeloop from the middle and then press sraighten shell. If you don't have a any edgeloop in the middle you can add it with "Multi-cut" tool pressing Ctrl or with the "Quad Draw" tool. Once the edgeloop is selected press Straighten Shell. Once the UV is straight you can select the edgeloop and press "Ctrl+Backspace to delete it.
THANK YOU SO MUCH to be honest by your videos it helped me really well i am studying game asset and designing and never knew these tricks till now you really helped me a lot i shared with all my classmates these stuff are so good. Can you please make a video that how to do a proper unwarp game asset is making udims and apply shader or fit all the uv in same UDIMS?
I appreciate that, and for sure, I'll cover that in a future video!
Hi where ur studying
@@Cdesigns-1000 dont study where i am studying i am learning everything from myself but the institute i am studying is maac kinda useless and waste
Thank you, you made my day. Looking forward to upcoming uv mapping videos.
Detailed AND clear .... fantastic video... THANK YOU!!
Thank you so much for this video! That cylinder trick was so helpful
This video was extremely helpful! Definitely helped me out
Glad it helped!
you literally explained everything one needs to know .Tysm for this gem of a video. I was uv unwrapping in Blender till now, so it's extremely similar, but definitely less efficient and has less features than Maya. Did I mention less intuitive, as well?
Glad I could help!
Great tutorial!! well done
thank you so much, that's perfect for begginer
Great video! 🔥
Glad to hear it!
Do you not get jagged edges on your texture with diagonal UV edges like those at 3:59? I've been struggling to find a balance between stretching my UV shells in order to get straight lines, and accepting diagonals in my UV edges. Cutting shells up with more seams also creates more vertices which raise the model's size and performance cost when working for games. :(
thank you so so much for the video!!! it's very helpful!
I'm glad you found it helpful!
perfect tutorial
it's the best thing I've ever heard.
Great tutorial! I like to actually select and cut faces sometimes as it sometimes makes it easier to visualise. CTRL SHIFT X in the UV editor window cuts the perimeter of a face group.
That's a great tip, thanks for sharing!
@@OnMars3D you're welcome, your tutorials are always A+
This was incredible and easy to understand. Thank you! Do you have a tutorial or tips on proper facial UV mapping?
All I was missing was the texel density tool, for the rest this was perfect
So, it's not only me😭
you have got me on your channel bro .. new sub ... nice video ... i am getting every single words you said ... thank you brother
I appreciate that!
Nicely explained!
Thanks!
Okie so the math for cut& seu is to just select the outer edges of the model and cut them right? And the thing on which we wanna do some other texture it has to be cut right?
Thank you
lol i'm watching this video at work 😅. Very informative video!!
Thank you!!!
cool tutorialll
perfect video thank you
Really awesome video! I learned a lot. I was just wondering about one thing: I'm currently in school learning, among other things, UV mapping. We are told to sow the pieces back together again after unfolding and straightening, but you don't do that. Is that not necessary? What does that actually accomplish?
Hello, my fellow student! It will help you more in the texturing time. At first, it may seem pointless and even annoying, but trust me, not doing it PROPERLY will make the texturing process a pain, be it to you or for another artist who decide to texture by themselves. Keep in mind that I am also a student, not a professional, but I did my best trying to explain.
Thank you very much :)
Thank you bossman
💪
Thanks it was great, in next video could you aslo teach how to pack those uvs in one shel using texel density
Absolutely, I'll cover that in the next video!
Super
😀
Awesome vid. is there a social hub on discord where I can ask technical questions to a maya community?
Yes! You can join my Discord here: discord.gg/vybvJnEeya
@@OnMars3D awesome! see yall there!
(3d cut and sew uv tool) saves time instead of holding shift and selecting edges.
Great tip, I'll add that to the next video!
I seriously need help, I am currently on my professional practice making a 3D model for my workplace but now that I'm on the UV mapping step it's all a mess - overlapping UV shells, Non-manifold vertices that I can't find or know how to fix, the cleanup mesh tool isn't doing anything and I got like 10 days to finish it!
The worst part is that I'm trying to follow this tutorial but step 3 doesn't work on my model! And I don't know why that is! I am panicking!
same boat here 😅
Why Autodesk is the small ‘T’ for the cylinderical projection always such a pain to find.
Agree, it's easy to overlook.
Is it possible to re-adjust some UVs, lets say I have rendered my model, and it showed some results that aren't suppose to be there. Is it possible to correct UVs even then or is it just a one time process?
How do you uv a sphere, just a sphere to have even chequer squares all around?
The same way I did the canister, cut the top and cut along the sphere vertically.
A created object a smooth (3) next uv unwrap that object which mode select smooth (3) or normal mode (1)?
That's one of the topics I'll cover in my next video!
10:35
I have a question in maya delete history what you doing is it exist in blender same delete history of object is there or not sir.
Blender does not have History like Maya, instead, it has a Modifier List. you can 'Apply' the modifiers but then you will be using a 'destructive' workflow.
so for this model that you are making the toturial with . does it have multple materials ? cause you cant have those parts in a one udimm . (gaming scenerio) do you have single uv for the whole model ?
Yeah, when I texture it in Substance Painter, I apply one material so it's on a single texture set. I only used multple materials in Maya to better visualize the model for this video.
@@OnMars3D 🙏
Hey mate you forgot textel density
Yes! That'll be in my next video on UV Mapping Tips
Bro use Shift X to cut and Shift S to seam :D
Hi do you need a website?
Keep making uv tutorials (and animation) honestly both the most confusing aspects
That's the plan!
I still don’t understand what this is supposed to do
too many sweet
Hey please make video on texture density it's requeste 🫂❤️
Coming up up the next video!
First step: Use RizomUV
I've heard good things about RizomUV, I'll cover that in a future video!
Ai NEED TO TAKE CARE OF THIS SH@T instead of stealing the funny creative part