The Simple 4-Step Process for Perfect UVs

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  • เผยแพร่เมื่อ 16 พ.ย. 2024

ความคิดเห็น • 235

  • @SpencerMagnusson
    @SpencerMagnusson 2 ปีที่แล้ว +304

    For those who prefer the steps in writing like me:
    - in Edit Mode, Select -> Select Sharp Edges, the default 30 degrees is fine
    - you can remove one side of seam on chamfers
    - merge islands where the faces are a continuous loop or strip (remove all but one seam for loops)
    - check for any edges in the selection that seem disconnected/out of place/don't need it

    • @synthbendati
      @synthbendati 2 ปีที่แล้ว +4

      Yes great brief written version

    • @BreakerLove
      @BreakerLove ปีที่แล้ว +1

      OMG THANK YOU!! Im so sick of people over explaining things.

  • @rocifier
    @rocifier 2 ปีที่แล้ว +125

    As someone who did UV unwrapping 20 years ago, this seam workflow is incredible. I imagine for a lot of people they just struggle with this for a long time until it becomes intuitive, but you are such a good teacher breaking down the technique into simple to follow steps. Thank you!

    • @Norman_Peterson
      @Norman_Peterson 2 ปีที่แล้ว +3

      i have problem far 12 years with down UV.

    • @Norman_Peterson
      @Norman_Peterson 2 ปีที่แล้ว +4

      20 years ago these tools did not exist: D was all manual. ;)

    • @thetalkinganvil8366
      @thetalkinganvil8366 2 ปีที่แล้ว +6

      I was there, I remember. *vietman flashbacks* Oh gawd! Back then UV unwrap was one of the hardest things to wrap your head around as a newbie and the tools where none existent. I love seeing all the newer additions and methods that lets the person create.

    • @arayaentertainment2024
      @arayaentertainment2024 2 ปีที่แล้ว +3

      @@Norman_Peterson maya ejem, maya

    • @Albania_Football
      @Albania_Football ปีที่แล้ว

      @@Norman_Peterson man i just started modeling a year ago

  • @nicholashunter8545
    @nicholashunter8545 ปีที่แล้ว +83

    Comment regarding contiguous sets of faces for production art:
    For game development, texture memory footprint is an important value to keep within budget. The fewer smoothing groups and seams you have, the larger your normal map size will be due to baking gradients to translate between the high and low mesh normal data. Your textures get compressed, downscaled, and mipped, which means they have less data in them to translate baked detail into the low poly's mesh normals.
    For example:
    Create a cube, bevel all of its edges enough so that it servers as a high poly mesh. Create a second cube, set it to a single smoothing group (all soft edges) UV it with a single shell or multiple - it does not matter. Bake a normal map.
    Repeat the process but set each side to its own smoothing group, cut the seams and give padding to each shell as appropriate for managing smoothing groups. Bake a normal map.
    Check the file size for each normal map. The one with gradients (single smoothing group) is much larger.
    The game res mesh needs those gradients to preserve the visual quality of the high poly, but those normal maps are going to be pushed through various compression methods and still contribute to more budget than they need to. Minimizing gradients through keeping smoothing groups at ~30* angles will keep your asset looking good after compression because it needs less normal map information to translate between high poly baked normals and its own low poly normals.
    Also, take a shape similar to the one in the video with a long strip of contiguous faces and cut a single edge to make a long shell. Bake that result and get into a texturing tool like Substance Painter. Set the metallic to 100% and the roughness to 0%. Observe the faces where plane shifts occur and you will see triangulation distortion in the bake. This is because that single smoothing group is having to calculate plane shifts across the mesh with more than 360* worth of angles and bake the needed gradients into a texture. Increasing that texture resolution will help make them less noticeable, but we don't always have the ability to use 4k+. Setting smoothing groups to acute and right angles and massaging the rest with ~30* (the sneaky ones) will help reduce those artifacts and give you a cost effective bake that looks good after compression.
    Also, your largest UV shell will dictate texel density. If you're seeing a lot of unused space, you may want to find some more edges to cut along plane shifts, scale a shell down in a single axis if that surface allows (swords, barrels), or add other objects to that texture set.
    Sorry for the wall of text, but these are things senior artists and hiring teams look for when recruiting, so I figured I'd share.

    • @Arnov618
      @Arnov618 ปีที่แล้ว +10

      I had the exact same thought... video is quite misleading. This technique is only good when you do lowpoly models that dont require normal map bake

    • @oooooollllllll
      @oooooollllllll ปีที่แล้ว +4

      explain like im a blender user

    • @munishwarank4263
      @munishwarank4263 ปีที่แล้ว +3

      Please Explain for Blender users

    • @acesonfire
      @acesonfire ปีที่แล้ว +4

      @@munishwarank4263 Smoothing groups is a 3ds Max term, its been a while since I used it, so someone correct me if I am wrong, but basically: *Smoothing Groups* are the equivalent of Autosmooth/mark sharp, in blender.
      Everything else is just general modeling/texturing terms.

    • @TavoCosmic
      @TavoCosmic ปีที่แล้ว +1

      when you say "The one with gradients (single smoothing group) is much larger" you are referring to a 3d model with 1 segment of bevel?

  • @mickyelmb
    @mickyelmb 2 ปีที่แล้ว +46

    That cleared up so much. I usually just follow along with instructors where they're telling me to mark seams now I know why the seam placement is so important. Thank You.

  • @elizabethhamilton1166
    @elizabethhamilton1166 2 ปีที่แล้ว +7

    I like that you provided a way to automate things and after that, how to apply proper unwrapping techniques to it. Thank you, Josh.

  • @BasicallyAnArtist
    @BasicallyAnArtist 2 ปีที่แล้ว +18

    I’ve never used those techniques before. Just by watching your video, my perspective of UV editing has completely changed! Thanks. 😎

  • @games7151
    @games7151 10 หลายเดือนก่อน +2

    UV unwrapping has always been the hardest and most dull part of 3D modelling for me, especially with complicated shapes like fancy sword pommels. That's because I was terrible at seam placement. This video has renewed my confidence to go back and fix those embarrassing messes I call UVs. Thanks for the tutorial.

  • @naodmulu1080
    @naodmulu1080 2 ปีที่แล้ว +4

    i love how you focus on the core concepts , you are by far the best teacher i found on the interent, very thankful for your effort.

  • @GameAlchemistLeo
    @GameAlchemistLeo 19 วันที่ผ่านมา

    Thanks! I learned this at my art class, but this was a great refresher.

  • @dougieladd
    @dougieladd 2 ปีที่แล้ว +7

    This is the single most useful tut I've seen this month... and you're absolutely right Josh... essential techniques here. Thanks.

  • @aangpixelblacksmith6112
    @aangpixelblacksmith6112 2 ปีที่แล้ว +2

    "Essential" indeed, thank you Josh for your work and sharing it with us.

  • @carolinaqueiroz4327
    @carolinaqueiroz4327 2 ปีที่แล้ว +3

    Thank you for the best tutorial on the entire internet. This made me understand something I was thinking to be too complicated, but now makes perfect sense. Appreciate it!

  • @vietjoii
    @vietjoii 13 วันที่ผ่านมา

    7:00 Most important analogy to understand uv-unwrapping

  • @VVaypoint
    @VVaypoint ปีที่แล้ว

    I don't know what it is about this video but it's so easy to absorb and understand the information in it.
    Just stellar job really.

  • @sahilsen
    @sahilsen 2 ปีที่แล้ว +3

    This was so simple and clear to understand - what and why, with practical examples. Thank you.

  • @tdotg2161
    @tdotg2161 2 ปีที่แล้ว +1

    The best instructions on how how to use seams! Thank you! 🔥🙏🏽

  • @WolfieDesigns
    @WolfieDesigns 2 ปีที่แล้ว +7

    Thanks for the vid man!
    UVs are mostly skipped by beginners/intermediate users (most of the poeple rely on automatic UVs/smart unwrap), people think its not worth their time, its not gonna help with the quality etc, or most of the people find it hard to learn.
    but let me tell you one thing, it's the part that can take your model from 1 to 10 sometimes, and it's the easiest part in the Prop creation pipeline. Best way to learn it is to analyze different situations/models and by practicing ofcourse.

    • @JoshGambrell
      @JoshGambrell  2 ปีที่แล้ว +1

      I used to use smart uv projects as that was what most tutorials were showing. Truth is, it’s a nice quick way to test textures and results, but in terms of quality of unwraps, it simply isn’t there. Manual work takes longer, but always delivers better results, which is why I love this method since it always works for hard surface meshes

    • @IGarrettI
      @IGarrettI 2 ปีที่แล้ว

      If the topology is nice, the uvs are very easy

    • @rocifier
      @rocifier 2 ปีที่แล้ว +1

      @@JoshGambrell maybe someone can improve the smart unwrapping algorithm by effectively applying your 4 steps in this video in an algorithm inside blender. I don't see any reason they couldn't effectively be automated, but would need a slightly more procedural approach ideally from the start instead of ending up "looking for redundant seams" for example

  • @altwhisper6920
    @altwhisper6920 2 ปีที่แล้ว +1

    Where you were 3 years ago :( you are very good teacher. Ps. For those who not understand uvs, my advice: try training placing uvs with baking normals. On practice you will know were place the seams.

  • @purpleparkstudios4124
    @purpleparkstudios4124 ปีที่แล้ว +2

    Great video, I’ve been procrastinating on getting good at UV unwrapping for awhile but this video really helped me visualize UVs in a new light

  • @Reisen_Inaba
    @Reisen_Inaba ปีที่แล้ว +1

    This video was absurdly useful compared to the average Blender tutorial, videos that cover essential basic practices are a blessing

  • @HammerdownProtocol
    @HammerdownProtocol 2 ปีที่แล้ว

    Excellent. This will save me a ton of time. Thank you, from northern England.

  • @amirrahman853
    @amirrahman853 ปีที่แล้ว

    now that's what i can call a perfect tutorial on uv's
    13 mins and all described appropriately

  • @TommyGunsXL
    @TommyGunsXL 2 ปีที่แล้ว +3

    Thanks, great explanation as always!
    I started to unwrap my models in a very early stage, before I bevel edges or add any other Details. Tools like Bevel, Insert Faces and Edge Slide won't destroy your UV.
    Tipp: press GG for Edge Slide, then Alt and you can move the edge or vertex in the opposite direction, to make the face bigger without streching the UV map.

    • @OGPatriot03
      @OGPatriot03 2 ปีที่แล้ว

      The Bevel modifier does wreck my seams though, it'll turn 1 edge seam into 2 and erroneously try and make all the bevels connected as a UV island.

  • @brucemozart3665
    @brucemozart3665 2 ปีที่แล้ว

    Helps a lot. Thanks! I finally understand, where I should place seams or not.

  • @real2late
    @real2late ปีที่แล้ว

    bruh it suddenly looks good. I went through so much pain. Why does it just work? Thank you so much!

  • @furkanzengin8298
    @furkanzengin8298 2 ปีที่แล้ว

    Deserves a like and a comment. Very well instructed. Thank you Josh.

  • @jsng7093
    @jsng7093 ปีที่แล้ว

    Definitively, the single best explanation and intuitive technique for unwrapping in blender 👏🏼

  • @thetalkinganvil8366
    @thetalkinganvil8366 2 ปีที่แล้ว +1

    Excellent video. I remember back in the day, where this process was so tedious and unintuitive that many people would prefer to have their teeth pulled out. Like everything in in 3d modeling it has come a long way but it doesn't get the recognition it deserves.

  • @shanepaige9135
    @shanepaige9135 2 ปีที่แล้ว +1

    Definitely upped my modeling game watching your videos :D

  • @m3tvl138
    @m3tvl138 3 หลายเดือนก่อน

    Great tutorial, I find your channel more and more useful as I progress. Thank you!

  • @badashphilosophy9533
    @badashphilosophy9533 5 หลายเดือนก่อน

    simple tips to take u straigght to mastery, u gave us an actual understanding not just steps this is brilliant/ thankyou good buddy

  • @kenmorris2858
    @kenmorris2858 10 หลายเดือนก่อน

    Great tutorial, Josh you rock. Many thanks from Nova Scotia.

  • @paulspalace4233
    @paulspalace4233 2 ปีที่แล้ว +1

    My man is Always dropping that highly educational video for us to absorb into the tissue of our brains. thanks for the video man. You have a stellar month.

  • @grimlockarts8386
    @grimlockarts8386 2 ปีที่แล้ว +7

    Awesome! As a new user of Blender I greatly appreciate this tutorial! You've got me on the right track from the start!

  • @taftphotography
    @taftphotography ปีที่แล้ว

    This is the best explanation I have seen by far. Thank you so much!

  • @TheFerruccio
    @TheFerruccio ปีที่แล้ว +2

    ADDITIONAL TIP: regarding "rings" on the menu bar, go to "overlays" (the button dropdown with the intersecting solid/hollow circle on it) and enable "display stretch" any rings you might have will be SUPER obvious. Often times, I'll just select an edge that cuts through the ring, ctrl+E, m (edge menu, and "m" for me marks the seam). Gets rid of them quickly during live unwrap.

  • @BlackStrife3D
    @BlackStrife3D 2 ปีที่แล้ว +1

    Super useful!! Already applied these techniques to a UV unwrap.

  • @mikerusby
    @mikerusby 11 หลายเดือนก่อน

    That's a good way of doing things, works well in most instances. I have to unwrap a complex car with lots of engine parts, so this will save a load of time, thanks
    re the distorted rings blender can be a bit weird on that as sometimes I want to have rings, not a split cap and a side wall , so then I have to change the unwrap method to or from 'angle based' or 'conformal'
    if it looks skewed with one of the methods, change to the other. it can still be flakey though. I have a piece where every ring came out perfect, apart from one and there is no reason , reset the scale, welded any stray points etc

  • @jennifervercezes
    @jennifervercezes 5 หลายเดือนก่อน

    Life saver workflow man!

  • @PaulLeBlanc4u
    @PaulLeBlanc4u 2 ปีที่แล้ว +1

    Gonna try this. Very simple technique Josh. Nicely explained. 👍

  • @Soulsphere001
    @Soulsphere001 ปีที่แล้ว

    I will have to try out this method sometime, though I haven't modelled anything complex enough to really bother using this. But if I have no idea where to start UV unwrapping, this is something I will definitely use.

  • @uplinktruck
    @uplinktruck 2 ปีที่แล้ว

    Solved a bunch of n00b headaches for me. Thank you.

  • @fox3319
    @fox3319 ปีที่แล้ว

    Thank you so much, this video really help me to improve my uv time and performance. Still have some un-proportional form sometimes. but Its seam to be fix when i reset the scale of the model most of the time. peace to all

  • @nadstunes77
    @nadstunes77 2 ปีที่แล้ว

    Thank you...this was easy to follow and just what I needed to know....perfect thanks

  • @wongsamuel5974
    @wongsamuel5974 หลายเดือนก่อน

    thanks for your efforts, really helpful

  • @PatrickDepoix-r3v
    @PatrickDepoix-r3v ปีที่แล้ว

    Xcellent advises! Congrats from France.

  • @michaeljohnson7380
    @michaeljohnson7380 7 หลายเดือนก่อน

    Bro thanks for this video it’s just what I was looking for

  • @AngletonÆ
    @AngletonÆ ปีที่แล้ว

    Thanks a lot ! The video really helped me a lot to get through that damn UV step!

  • @synthbendati
    @synthbendati 2 ปีที่แล้ว

    Thank you som much, you made the process and how to do it so much easier

  • @TheAussieMerc
    @TheAussieMerc 9 หลายเดือนก่อน

    Very helpful video, subbed and will keep an eye out for other helpful videos, great for beginners and those learning hard surface.

  • @3Dgregor
    @3Dgregor ปีที่แล้ว

    Very nice tutorial. Thanks!

  • @owlet_dev
    @owlet_dev 2 หลายเดือนก่อน

    This is great! Thanks for sharing!

  • @hveguitar
    @hveguitar 2 ปีที่แล้ว

    Best tutorial on UV's thanks a lot !

  • @Leevy27
    @Leevy27 2 ปีที่แล้ว

    Thank you Josh for this excellent tutorial.

  • @WalkerPlayzZ
    @WalkerPlayzZ ปีที่แล้ว

    this tutorial just made my day thanks easy and effective

  • @pauldavison7858
    @pauldavison7858 2 ปีที่แล้ว

    FANTASTIC - this really helped me out - a lot!!!! a huge Thank you!!!!

  • @KaizenTutorials
    @KaizenTutorials ปีที่แล้ว

    Great video! Easy and clear explanation. Thanks!

  • @repus6019
    @repus6019 2 ปีที่แล้ว

    Thank you for the video i was so confused about this whole uv stuff it really helped me a lot

  • @gaymanukyan5476
    @gaymanukyan5476 ปีที่แล้ว

    Amazing tutorial as always

  • @Pogopvp
    @Pogopvp 2 ปีที่แล้ว

    Extremely valuable info.. I'm actually excited to try this out

  • @sebs-shenanigans
    @sebs-shenanigans 2 ปีที่แล้ว +1

    Seams.
    Seams I always feared the most: "yoU ShOULd aLwAyS PLaCe SeAMs wHeRE tHE obsErVer WoN't NoTICE"
    and since this philosophy was so deeply ingrained in my younger psyche, I always tried to make it work like this and It ALWAYS lead to failure. Because I believed when it came to texturing the misplaced seams would make the model look like ass
    And then came Substance painter with its triplanar projection....
    Josh, thank you. Being the man who's knowledge I have deep respect for, your videos showed me that its ok to go wild with the seams, its ok to not have to figure out the perfect way to unwrap the damned thing.
    If only I found your UV videos sooner.

  • @radiationwow
    @radiationwow 8 หลายเดือนก่อน

    This was really useful, thank you

  • @najhonbanjon
    @najhonbanjon ปีที่แล้ว

    STEP BY STEP THANC YOU JOSH

  • @edwinblackman7037
    @edwinblackman7037 2 ปีที่แล้ว

    Thanks, made something that I was struggling with easy!

  • @collinsgichuki6288
    @collinsgichuki6288 ปีที่แล้ว

    This video was really helpful😄

  • @violentpixelation5486
    @violentpixelation5486 2 ปีที่แล้ว

    I keep coming back to this one. It's pure #Gold . So well and in a calm manner explained. Thank you! You did make me love UV-work. #Blender #3d #3dmodeling #3dtexturing

  • @dhruvsharma8788
    @dhruvsharma8788 2 ปีที่แล้ว

    best guide i could get thanks a lot

  • @navidumardaraz7163
    @navidumardaraz7163 ปีที่แล้ว

    Brilliant thanks for the valuable information. 👍

  • @CarlosSantos-qn8oc
    @CarlosSantos-qn8oc ปีที่แล้ว

    Good afternoon.
    Can I freely use CREASE in my modeling without harming my UVs?
    Thanks.

  • @mortem6889
    @mortem6889 2 ปีที่แล้ว

    Thank for this great video👍 Kind of funny, this morning I could use the video and now you have uploaded one

  • @KadeMarkoux
    @KadeMarkoux 2 ปีที่แล้ว

    Excellent Tips! Well said!

  • @michaeldelorens
    @michaeldelorens ปีที่แล้ว

    Very useful, thanks!

  • @cubanpianoman
    @cubanpianoman 2 ปีที่แล้ว

    Absolutely incredible. Thank you

  • @cgcracks
    @cgcracks ปีที่แล้ว

    Thanks bro u really solve all my problems. 😍🥳

  • @WolverineMKD
    @WolverineMKD 2 ปีที่แล้ว

    Quality content all the time! I think i started following you at around 20K keep it up bro, algo will soon pick you up even better and youll skyrocket!

    • @JoshGambrell
      @JoshGambrell  2 ปีที่แล้ว +1

      Thanks man, yea I’ve seen you around for a while, glad you’re enjoying the vids!!

  • @pamparam3495
    @pamparam3495 2 ปีที่แล้ว

    This is great guide, thank you

  • @realMenta
    @realMenta 2 ปีที่แล้ว

    Thank you for the tips!

  • @Gamersargent
    @Gamersargent 6 หลายเดือนก่อน

    Would this work for organic mesh's as well? Like creatures and people?

  • @soundcry4883
    @soundcry4883 2 ปีที่แล้ว

    Thanks bro, definitely gonna try it today

  • @PinkWafflesZ
    @PinkWafflesZ 10 หลายเดือนก่อน

    Thank you, master

  • @aliakbarzade230
    @aliakbarzade230 ปีที่แล้ว

    Have you made a video on Optimizing UV space usage? I know some add-ons do it for you but it won't hurt to know how to do it yourself.

  • @larrycatlin5492
    @larrycatlin5492 4 หลายเดือนก่อน

    I am glad I finally stumbled on this TH-cam, with the 4 step process it really demystifies the topic. Have been trying to get a handle on this for a while and some of my instructors have really complicated the process by showing how to manually set the seams. Doing seams by manually setting them is a nightmare that now I can quit reliving it. I have spent hours literally to perfect this with minimal success. your process of letting blender pick the seams then re defining what blender did by following 4 simple rules is how I am going forward with this from now on. at the moment I am working on organic objects like flowers and wondering if there are additional rules for organic models that were not included in the hard surface modeling. The idea of wrapping a model with a UV grid so you can see the results in real time is a concept that I have not been taught in some of my classes so far. It is a game changer to see this vs have someone just tell you the rules or just show you the process and not really explain it. Thank you have been struggling with a tutorial I am doing because I have been trying to build the scene and add extra stuff to it so I am applying what I am learning. The problem with adding extra stuff is that you run into problems because the instructor is not teaching it to you, solving those problems is up to you , this approach has expanding expanded my knowledge in how to use blender by learning what isn't working and created a lot of late nights and big headaches when trying to deal with the struggle of making it all work. Thank god for youtube and instructors like you. The biggest problem in finding you has been sifting through the garbage that is also present on youtube to find the gems. Thank you. When I say garbage I am not implicating any one idea but there definitely are methods that explain and work better than others. This seems to be one of those gems that I am going to experiment with to perfect it.

  • @knightofbrokenglass9237
    @knightofbrokenglass9237 ปีที่แล้ว

    Thank you !

  • @antondingir884
    @antondingir884 2 ปีที่แล้ว

    thanks! what about organic faces any easy triks there ?

  • @bestpranks7852
    @bestpranks7852 11 หลายเดือนก่อน

    love your videos

  • @muzamil1069
    @muzamil1069 2 ปีที่แล้ว

    That was really helpful. Thank You So Much❤❤

  • @hocinetazani6364
    @hocinetazani6364 2 ปีที่แล้ว

    Thank You

  • @kirklazarus1132
    @kirklazarus1132 2 ปีที่แล้ว +2

    Not a Josh Gambrell video without the word Chamfer being said.

  • @bitmammothOG
    @bitmammothOG 2 ปีที่แล้ว

    How do we get that reference material? Great tutorial!

  • @leekolb2027
    @leekolb2027 2 ปีที่แล้ว

    Thanks, very helpful info.

  • @Synthesis1979
    @Synthesis1979 2 ปีที่แล้ว

    Yessss! Thankyou thankyou thankyou!

  • @thomandy
    @thomandy 2 ปีที่แล้ว

    Great tutorial!!

  • @aymanfatani
    @aymanfatani 2 ปีที่แล้ว

    Love the techniques soo much .. helped a lot Thanks a bunch ♥

  • @Adamkami123
    @Adamkami123 9 หลายเดือนก่อน

    New information for me
    Josh.... really thinks

  • @AliG-vw2zu
    @AliG-vw2zu 2 ปีที่แล้ว

    Great vid as always.

  • @Argyll9846
    @Argyll9846 ปีที่แล้ว

    Excellent.

  • @nicolasportu
    @nicolasportu 2 ปีที่แล้ว

    Outstanding!

  • @3dart_es409
    @3dart_es409 2 ปีที่แล้ว +2

    Really good tips, but, how do you get it automatically making the UV unwrap after a seam is marked / unmarked?

    • @JoshGambrell
      @JoshGambrell  2 ปีที่แล้ว +2

      Live unwrap feature

    • @3dart_es409
      @3dart_es409 2 ปีที่แล้ว +1

      @@JoshGambrell oh thanks you, I will look at it!

  • @japiksel
    @japiksel 2 ปีที่แล้ว

    This is amazing!

  • @thundermobgames8142
    @thundermobgames8142 ปีที่แล้ว

    beautiful