Become a BOSS at UV Unwrapping (Tutorial)

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  • เผยแพร่เมื่อ 29 ธ.ค. 2021
  • Welcome to my 2-hour UV Unwrapping Masterclass for hard surface models! This video is going to cover a lot, so I hope this helps ease any confusion you may have around the topic.
    ►► Get our Hard Surface Unwrapping Guide: www.blenderbros.com/unwrapping
    My recommended unwrapping addons:
    UV Packmaster 2 Pro - gumroad.com/a/1027609715
    Zen UV - gumroad.com/a/997463155
    Texel Density Article mentioned in video - 80.lv/articles/textel-density...
    ---------------------------------------------------------------------------------------------------------------------------------------------
    MY FAVORITE BLENDER ADDONS:
    ⚙️ Hard Ops/Boxcutter: gumroad.com/a/811037811
    ⚓ Decal Machine: gumroad.com/a/68613235/fjXBHu
    🔨 Mesh Machine: gumroad.com/a/766964851
    SOCIALS:
    💻 Website - www.blenderbros.com/
    📚 Our products - www.blenderbros.com/store
    🏪 Gumroad - gumroad.com/theblenderbros
    ☎️ Discord - / discord
    🖼️ Instagram - / blenderbros3d
    🎨 Artstation - www.artstation.com/wooden_rain/
    CONTACT:
    📱 Inquiries/questions - info@blenderbros.com
    **Some addons listed above may contain affiliate links, giving me a small commission from any sales made. I only promote addons that I use personally.

ความคิดเห็น • 151

  • @maxungar516
    @maxungar516 2 ปีที่แล้ว +102

    damn. always blows my mind how you pump out such huge amounts of material and it's all gold, and then give it to the community for free. absolute boss

    • @JoshGambrell
      @JoshGambrell  2 ปีที่แล้ว +4

      Thanks Max!

    • @pygmalion8952
      @pygmalion8952 2 ปีที่แล้ว +5

      @@JoshGambrell i will be sure to support you as soon as i start my career and get some money friendo. thx for your contribution.

  • @user-dt4dx4vs6s
    @user-dt4dx4vs6s 2 ปีที่แล้ว +57

    35:00 easy way: 1.Ctrl+ALT+Left-Click 2.Select/Checker-Deselect 3.Select/Select Loops/Edge Loops 4.Ctrl+X

    • @rabatindominik
      @rabatindominik 2 ปีที่แล้ว +1

      exactly this, basically deselect one segment as he does in video but before deleting vertices select all loops ;) good comment!

  • @Batuhan96glaive
    @Batuhan96glaive 2 ปีที่แล้ว +18

    I am doing a case study to start a job. I've finished modelling last night and THIS, IS WHAT I NEEDED THANK YOU

  • @altwhisper6920
    @altwhisper6920 2 ปีที่แล้ว +5

    Thank you for sharing different aspects full and complex. Didn't saw it yet, but certainly will do.

  • @aurymcclain2085
    @aurymcclain2085 2 ปีที่แล้ว +11

    To fix the baking artifacts at 1:49:40, reduce the Max Offset slider on the left. Try to make your cage as small as possible while still containing every detail of the high-poly mesh, and use offset painting as a last resort.
    This area has an artifact because it is concave and smaller than the cage size. When the baker projects, it picks up the outermost surface of the high-poly mesh within the cage.

  • @romank9121
    @romank9121 หลายเดือนก่อน

    9:45 u can keep bevel modifier(limit by weight) alive on cutters to just decrease segment in any time
    12:28 bevel segments are counted by faces, not by edges... (just use even number to easily decimate later on )
    35:00 u can delete n-gone cap, use decimate modifier and then fill cap back again
    49:20 just copy previous geometry and move by "selection to active", or Ctrl+L - Link Object Data - (Make local if needed), same on tubes, tiers etc., u can use linked duplicate (Alt+D) during modelling
    1:55:28 the 1st part should be - apply scale
    1:25:40 u can save much more uv-space if u cut hidden parts of model, some big parts of your model are visible less then 30%, and i dont think you realy need unique uv-space for all 6 wheels)
    I like videos like this, with comments, explanations, and not on 40x speed. even if you are good at what you do, there is always something to learn, to organize your knowledge more, to pick up some tricks and tips. Thank you🙌

  • @danielo2704
    @danielo2704 2 ปีที่แล้ว +1

    Your videos have been really helpful in my journey of working with and understanding intricate concepts in blender. It is really encouraging to watch you work through and break down complex meshes, it makes it less intimidating when approaching similar problems, and to push through time consuming repetitive tasks. Thanks for all that. And if I can be of help to you with respect to the checker deselect stuff when you were working on those cylinders. You could easily select one edge, then from the select option in the menu bar, you do the "edge ring" select; after which you do the "checker deselect", and then lastly, still from the select menu, do "edge loop" select. This will accomplish what you were trying to do easily and quickly. I usually have those select options as quick shortcuts, but I guess someone can make it into an addon for you as I have no experience in that area. Hope this helps. Safe man.

  • @edogarcia2049
    @edogarcia2049 ปีที่แล้ว

    This has been really hepfull to me, to have a general view of the process has helped me to do not be afraid of UV and actually want to try learn more about. Really good material from Josh once again 💪

  • @Nullscr1pt
    @Nullscr1pt 2 ปีที่แล้ว +1

    Thanks for the video, this is where I am currently at in my 3D career :) Got HardOps / Boxcutter a week ago and have been making a game for the past 3 months. Also learned some substance painter, so I am now at the point where I want to go back make some HardSurface high poly and low poly them for the game, perfecto! :) exactly what I wanted. Thanks for the tutorial.

  • @storiesstrauss3402
    @storiesstrauss3402 2 ปีที่แล้ว

    Subbed! I'm having a really hard time moving from Maya to Blender but this tutorial was exactly what I've been looking for.

  • @emilfeliz1476
    @emilfeliz1476 2 ปีที่แล้ว

    omg this video is so powerfull, yisus I really thank you for this bro you don't imagine how much you help, i hope you keep doing this.

  • @danielnwachukwu8688
    @danielnwachukwu8688 2 ปีที่แล้ว

    Blessings will never depart from you for making this free!!! 🙏🏽❤️🔥🔥🔥🔥

  • @edemduku3391
    @edemduku3391 2 ปีที่แล้ว

    thanks very much for the workflow. it's given me a very good understanding of not only unwrapping, and i'll keep coming here cos the comments are also notes.

  • @nicholascureton933
    @nicholascureton933 2 ปีที่แล้ว +6

    I'm here because Grant posted a video about this.

  • @darreldash
    @darreldash ปีที่แล้ว

    Bro this video is great. This helped me to understand uv unwrapping so much better and it seems so much easier to me now! Thanks a lot!

  • @haffystube
    @haffystube 2 ปีที่แล้ว

    Best UV showdown for Blender I have seen.

  • @Stillenacht3D
    @Stillenacht3D 2 ปีที่แล้ว +3

    Thank you for the video! I noticed Blender does an excellent job when it comes to unwrapping hard surface/mechanical models but from my experience can be a bit lacking when it comes to organic forms even though I use angle based unwrapping. Unless I'm missing something it's not as strong as other software. I'd like to see a good character head unwrap for a character using Blender's default UV tools

  • @brandonjacksoon
    @brandonjacksoon 2 ปีที่แล้ว +1

    Thanks, Josh! Liked and subscribed! Keep your tutorials up ;)

  • @denkozlov4220
    @denkozlov4220 ปีที่แล้ว

    Thank you for making it free, you're awesome guys

  • @bocaguy57
    @bocaguy57 ปีที่แล้ว

    FANTASTIC video!! thank you!

  • @backyy07
    @backyy07 ปีที่แล้ว

    it was very satisfying to watch and i definitely learned allot of new stuff

  • @olekstarasov
    @olekstarasov 2 ปีที่แล้ว

    Thank you
    Your masterclass guide me into Blender UV.

  • @kokoalmasry
    @kokoalmasry 2 ปีที่แล้ว

    thank you so much mr josh i learned a lot about uvs in this video

  • @genesis2303
    @genesis2303 2 ปีที่แล้ว

    This is just pure gold!

  • @112productions
    @112productions 2 ปีที่แล้ว

    Hi josh, I am at 35 mins and picking up many tips, so thank you. You present very well. I see you struggling with the checker deselect and I may have a tip for you. In that situation where the algorithm farts, I select 1 edge, select edge rings, then checker deselect that, then select edge loops. I have checker deselect, select edge rings and select edge loops under Q for quick faves. Not always workable and you may have to deselect some loops after. Hope this helps
    Edit: Ah I just read the comments and see others also have another alternative. For some objects it doesn’t work and goes too far along the edge loop, but there can be other work arounds like like hiding parts of the mesh that you don’t want it to run through.
    2nd edit, I should have watched more before originally commenting sorry. The thing your missing is simply Select>edge rings.

  • @Cubify_Studio
    @Cubify_Studio ปีที่แล้ว

    incredible video, packed with invaluable material and information, it has helped me progress tremendously. :))

  • @redakumaproduction
    @redakumaproduction ปีที่แล้ว

    The best modeler i have ever seen !! Efficiancy !

  • @rikovladimir8655
    @rikovladimir8655 2 ปีที่แล้ว +1

    you are a master of your craft

  • @everythingwow1897
    @everythingwow1897 2 ปีที่แล้ว

    Watched it all, great stuff

  • @ink_redemption_jack4244
    @ink_redemption_jack4244 2 ปีที่แล้ว

    For alternative loop selection i usually do ring select one edge, then checker deselect and then use edge loop.

  • @xDaShaanx
    @xDaShaanx 2 ปีที่แล้ว

    This is just gonna be amazing. 😮

  • @TitusKrakenDesigns
    @TitusKrakenDesigns 2 ปีที่แล้ว

    Damn good video again! Happy NEW YEAR, and more GOOD VIDEOS!

  • @Spriddy
    @Spriddy 6 หลายเดือนก่อน

    bro, thank you so much! i can finally do my substance retextures!

  • @landaheadfilms
    @landaheadfilms 2 ปีที่แล้ว

    Amazing tutorial!! - Thank you 🙏🙏🙌🙌😀😀

  • @alicescat2828
    @alicescat2828 2 ปีที่แล้ว

    Thank you! Great tutorial!

  • @nurb2kea
    @nurb2kea 2 ปีที่แล้ว

    Very nice Tutorial. Thanks - cleared some mystery in my UV thinking... :-)

  • @ilyachernobrov
    @ilyachernobrov 2 ปีที่แล้ว +1

    Hi Josh, thanks for the video it’s very informative for learning blender.
    As for bakes all this bugs are pretty important to fix when we do production asset. You can easily do it by adding more bake groups in marmoset.
    Cheers ;)

    • @marsmotion
      @marsmotion 2 ปีที่แล้ว

      yeah thats how marmo knows to limit the ray casts to certain things only. i wish tho it would have an option for limiting that by mesh name instead. making all those groups manually can be time consuming. im surprised in the new version thats not an option. thats a missed op on their part since their asking everyone to upgrade now.

  • @andrenassifv
    @andrenassifv ปีที่แล้ว

    Bro awesome tutorial 🤯 tysm!

  • @marcindomanski5654
    @marcindomanski5654 2 ปีที่แล้ว

    what a great tutorial!

  • @ianmcglasham
    @ianmcglasham 2 ปีที่แล้ว

    Excellent video. Thanks.

  • @rossknowles5608
    @rossknowles5608 2 ปีที่แล้ว

    just what i needed. thanks

  • @crisschan2463
    @crisschan2463 ปีที่แล้ว

    sorry for the bump, and if you already know this (i think you do) maybe neglect this
    but one thing i discover in your problem @ 35:04, what i do is to select one edge (inthis case one from the cylinder vertical) then shift select another edge (lets to the right) skipping the adjacent edge (manual checkered select), then ctrl+shift+numpad + to automatically select all same spacing of edges
    then i use the alt click of meshmachine to select all linear edge of the current active edges (so you wont need to do this on every segmented vertical edges in a cylinder), it makes it handy and faster if checkered deselect doesnt work

  • @KRIZINKGRIN
    @KRIZINKGRIN 2 ปีที่แล้ว

    You are a Legend many thanks. 👊⚡

  • @Strider1122
    @Strider1122 หลายเดือนก่อน

    As usual thank you!

  • @baskapes762
    @baskapes762 2 ปีที่แล้ว

    On time, perfect.

  • @peeriehooman1696
    @peeriehooman1696 2 ปีที่แล้ว

    Just Awesome Thank you

  • @tomar666
    @tomar666 2 ปีที่แล้ว

    Awesome stuff Josh, thank you :) Love what you and Ryuu are doing. Is there any way to take a look at those tires geo? I'm wondering what is your tire treads modeling workflow.

  • @ilovedatfruitybooty9546
    @ilovedatfruitybooty9546 2 ปีที่แล้ว

    I love this guy.

  • @tbrg1965
    @tbrg1965 ปีที่แล้ว

    @ 12:00 I have a way to convert these uneven bevels. It's a little laborious, but gives good results. You can solve the eneven segment issue by going to the first two verts after the most outer edge of the bevel (select only the two on one side of the segments.) Then Press Alt-M and choose the first option: "At Center" This merges the two vertices in the very center of where they were originally. Repeat with the other existing sets within the outer edge, then repeat on the opposite side of the segments. You now have a bevel that started out odd, and now is an even number ; while still preserving the original outer edges.

  • @vassk1587
    @vassk1587 2 ปีที่แล้ว

    Thanks! from Siberia respect

  • @amigoface
    @amigoface ปีที่แล้ว

    this is gold

  • @thenotorious8382
    @thenotorious8382 2 ปีที่แล้ว

    I'm 2 weeks into blender / 3D modeling but I'm watching this O.O, I find it to watch your videos, any beginner advice would you give to me?

  • @dkman123
    @dkman123 2 ปีที่แล้ว

    Somewhere around minute 50 the ShowKeys stopped working, which is a bummer. But great job showing the process and describing what and why you're doing things.

  • @danielanderson4640
    @danielanderson4640 2 ปีที่แล้ว +2

    A new subscriber here! Grant Abbitt recommended your channel. Thanks for the Tutorial

  • @Michael57Coghill
    @Michael57Coghill 2 ปีที่แล้ว

    Thank you for the download

  • @issaronow
    @issaronow ปีที่แล้ว

    cool design

  • @ojonasdev
    @ojonasdev 2 ปีที่แล้ว +2

    35:00 shift+left click on the first edge of the ring loop. After that, with the shift key still pressed, press ctrl and double left click.
    i have the "enable 3rd button" option activate,idk if matters, butI Thought it might be important to say this

  • @sreedhar7266
    @sreedhar7266 ปีที่แล้ว

    Thank You So much!!!!!!

  • @umbraeaccipiter9622
    @umbraeaccipiter9622 2 ปีที่แล้ว

    @35:00 my method. Line mode, CTL+ALT+Left click. Checker deselect, Then do the same for the next part with a Shift+ALT+CTRL+Left Click, you can get any horizontal edges with just a Shift+ALT click. Once you have all the parts selected, dissolve edges, done. only trick is to ensure you always start by clicking on a line you will keep, which is easy to see after the fist deselect, just keep clicking on edges connected to non selected edges. You can then Alt+ Much faster as you are not constantly changing modes, or removing part of the selection.

  • @MdAbdullahAlZia
    @MdAbdullahAlZia 2 ปีที่แล้ว

    Really you deserve a 💝

  • @tomislavtomaskovic2831
    @tomislavtomaskovic2831 2 ปีที่แล้ว +1

    as someone whos working 1 year in Blender and still feel like complete beeginer, this is amazing...ive been unwraping things wrong while it was so easy :(. Also if you could answer my questions that would be amazing. Is there any reason to make low poly if model isnt gonna be used in a game but only for portfolio..then its alright to unwrap high poly and export it to substance painter right?

  • @saravanand8568
    @saravanand8568 2 ปีที่แล้ว

    Great Video Josh ...Fab Josh

  • @alexeytarala8483
    @alexeytarala8483 2 ปีที่แล้ว

    Thank you very much!!!!!!!

  • @jesusizarracali9507
    @jesusizarracali9507 2 ปีที่แล้ว

    Thanks man

  • @marsmotion
    @marsmotion 2 ปีที่แล้ว

    another watcher suggested bake groups to limit the ray casts between objects in marmo. does the new version not have a limit bake by mesh name option when baking? SD has that option which is nice. other than those two things shrinking your cage reduces errors. others here mentioned internally facing polys taking up space which i think does need more address with this method. perhaps selecting those faces and packing at a lower td separately would be a nice touch. some of the large masses in this model could be merged together in the low reducing internals as an option. nice video as usual. all the best to you.

  • @matamat77
    @matamat77 2 ปีที่แล้ว

    Hi josh, luv your tutorial especially using vanila, what do you think if just use quad remasher then uv unwrap from there, will the result look nice/better?

  • @denvo6372
    @denvo6372 2 ปีที่แล้ว +1

    Лучший ! Hello from Russia. Realy like your tutorial and stuff.

    • @user-hb2tq5ep9n
      @user-hb2tq5ep9n 2 ปีที่แล้ว

      ну, по хард серфейс лучший канал на ютубе

    • @JoshGambrell
      @JoshGambrell  2 ปีที่แล้ว +1

      Thank you!

  • @ErrRationale
    @ErrRationale 2 ปีที่แล้ว +2

    Something I noticed is that you keep a lot of large face areas that wont be visible, I believe deleting those faces would be a viable option to get more texel density.

    • @JoshGambrell
      @JoshGambrell  2 ปีที่แล้ว +1

      Absolutely. You gotta be careful because of the size here. It’s massive and can be walked under, etc. So more shit becomes visible.

  • @SUKHJINDERPAL125
    @SUKHJINDERPAL125 2 ปีที่แล้ว

    Gr8 video bro
    From india with love 👍💕💕💕🇮🇳🇮🇳🇮🇳

  • @joaovitors.s9643
    @joaovitors.s9643 2 ปีที่แล้ว

    Thanks :)

  • @tony92506
    @tony92506 5 หลายเดือนก่อน

    great video, substance video would be great though! thank you!

  • @agesofzeppelin
    @agesofzeppelin 2 ปีที่แล้ว

    Textool and Magic UV addon are way to go

  • @Duuude9448
    @Duuude9448 2 ปีที่แล้ว

    thx!

  • @arashtehrani7726
    @arashtehrani7726 2 ปีที่แล้ว

    Hi Mr. josh Gambrell
    first of all thanks for your awesome tutorial. I've a question , would you please tell me what is your pc specs ?!
    specially CPU / GPU
    and is it important to have a high-end GPU for modeling ?! is it matter?? just for modeling (viewport lagging) or CPU can handle that?

  • @judofernando8298
    @judofernando8298 ปีที่แล้ว +1

    can u make an explanation for UV bigger object ? such as terrain or castle. still a bit confuse about texturing, since i always got a pixelated result when i start texturing in substance painter.

  • @plastic2666
    @plastic2666 2 ปีที่แล้ว

    ty

  • @hazar357
    @hazar357 6 หลายเดือนก่อน

    Josh you are great 🎉 Can you make a video about Blender 4.1's new auto-smooth system? It broke bakes and I couldn't figure out how to fix them. I'd really appreciate it.

  • @vivekcharan417
    @vivekcharan417 2 ปีที่แล้ว

    35:00 = select all edge then checker deselect then use select Edge loop then delete

  • @darkdroide
    @darkdroide 2 ปีที่แล้ว

    wow, thx

  • @asr59
    @asr59 2 ปีที่แล้ว

    If you work with the UDIM workflow you won't need to have several materials for each UV set. Or is there any specific reason why you did it this way? Thanks

  • @FadyAkramHabashy
    @FadyAkramHabashy ปีที่แล้ว

    Thanks in advance but this helping me out and get the idea of how uv unwarppping is so bad out of my mind

  • @morfo22
    @morfo22 2 ปีที่แล้ว

    Thank you for this fantastic video! Just curious about why you use Marmoset to bake instead of doing it directly in Substance Painter. Are the normal maps generated by Marmoset better?

    • @JoshGambrell
      @JoshGambrell  2 ปีที่แล้ว +2

      Much much better in terms of baking all around.

    • @lowaimnobrain
      @lowaimnobrain 2 ปีที่แล้ว

      personally find it hard to justify the price of additional software on top of substance. I've baked in both and the end result.. personally.. no difference.

    • @marsmotion
      @marsmotion 2 ปีที่แล้ว

      @@lowaimnobrain its seeing the bake mesh cage and scaling it per object and painting it custom in and out thats worth the cost. so basically it can solve bake problems that sd cant since its one setting only in sp for all the thing.

  • @sebbosebbo9794
    @sebbosebbo9794 ปีที่แล้ว

    find the backing maps a nd UV unwrap part with harden normal , h.edges, etc. wieghted bevels even to low poly mesh always pain i.t.a. , not only in blender.
    the bl.manual is not full clear what is best workflow with these modifier activ and it cost so much time to find out whats the problem is..sometime not good enougth low p.geometry or the cage is wrong or the backing setup options are not corect or modfiers are wrong , or some uv unwraps parts must more Isolated..uargh...
    so full ready modeling is so hard when the but Thx for your always great help...stable as always

  • @user-bq8pi5ck5k
    @user-bq8pi5ck5k 2 ปีที่แล้ว

    100 comments 🤘 I already subscribed to Josh, but switched on the recommendation of Grаnt 😉

  • @MasterThief117
    @MasterThief117 2 ปีที่แล้ว

    To solve your woes about the checker-deselect tool not checker-deselecting properly across loops (around the 36 minute mark), I have a quicker solution. You can go into Edge Select mode and hold Ctrl+Alt and then right-click one of the edges inside the loop. This will radially select all the edges in that loop without selecting the corresponding boundary loops. You can then checker-deselect them as normal. You'll have to do this for each loop area, but it still saves a ton of time compared to going into X-Ray view and box selecting the loops.
    MESHmachine has a feature which will let you unbevel an existing bevel; It's literally called, "Unbevel" and might be useful for these situations.
    TH-cam really didn't want me to post this comment; It kept deleting it or just giving me errors every time I submitted it.

    • @JoshGambrell
      @JoshGambrell  2 ปีที่แล้ว

      But wouldn’t that select all the edges of that same direction/length? Seems like more of a fixer upper than anything.

  • @nonamech14
    @nonamech14 2 ปีที่แล้ว

    this video shoud have 1m views

  • @billelouili3462
    @billelouili3462 2 ปีที่แล้ว

    Thank you for the tutorial but i have a question why didn't you use substance for baking the high mesh into the low one?

    • @JoshGambrell
      @JoshGambrell  2 ปีที่แล้ว +1

      Substance bakes tend to be lower quality, but they would both work.

    • @billelouili3462
      @billelouili3462 2 ปีที่แล้ว

      @@JoshGambrell thx

  • @redakumaproduction
    @redakumaproduction ปีที่แล้ว

    2 quick question. Do we need To do the same (uv unwrapping make seems etc) for the High poly if we bake that texture on the low poly . I Guess i cannot texture the low poly once its baked ?
    And why do we care about saving space on the uv map .cant we not extend past the scare of the uv editor?
    Those are legit question i am just trying To understand why and what i am doing a bit better !🙇‍♂️

  • @PRFKCT
    @PRFKCT 2 ปีที่แล้ว

    hi josh, a beginner question why we can't apply material/texture in blender without uv unwrapping & what happens if we apply without unwrapping? just for 3D art purpose

    • @JoshGambrell
      @JoshGambrell  2 ปีที่แล้ว

      You would only need to unwrap your model if you plan to texture the asset externally. If you want to texture it procedurally (i.e. with nodes) you wouldn't have to unwrap at all, and is often what I do to save time. Manual texturing is obviously more versatile, but isn't always required.

  • @user-iz4yd6ox5q
    @user-iz4yd6ox5q ปีที่แล้ว

    What difference when i make car for game? Can i use multiply texture sets or it slow down my game?

  • @CosplayZine
    @CosplayZine 5 หลายเดือนก่อน

    Im kind of new and just been doing modeling for a few years but isnt this what the multires modifer is for? Not sure since i havent used it but just asking if its possible to do that instead of most of this...

  • @aleksandrsorokin9715
    @aleksandrsorokin9715 ปีที่แล้ว

    Hi Josh! What's in your Hard Surface UV Unwrapping in Blender course that's not in this video?

  • @tiaan_va
    @tiaan_va 2 ปีที่แล้ว +1

    I see that the boolean operations cause quite a multitude of n-gons. Is that fine to have them like that?

    • @JoshGambrell
      @JoshGambrell  2 ปีที่แล้ว +2

      Depends what you are doing. I’d never pass this model down a VFX or TV production pipeline. I’d retopo it first or approach it at different way up front if that was what I needed it for. In terms of static assets/games/renders the topology is fine if you manage it correctly. The only slight problem here might be that pinching I mentioned on the top - I’d actually fix up that portion from scratch just because it wouldn’t take long, but it shouldn’t really cause any problems.

    • @tiaan_va
      @tiaan_va 2 ปีที่แล้ว

      @@JoshGambrell aah okay that makes sense. I've just always been paranoid about n-gons. Have you always used a blender workflow? I only switched to blender about 2 months or so ago, I've been a Maya user for quite a while. UV unwrapping is one of the things I do miss most about Maya, it's UV tools are so nice to work with, other than that Blender Blender is starting to feel a lot nicer to work with.

    • @lowaimnobrain
      @lowaimnobrain 2 ปีที่แล้ว

      @@JoshGambrell Why not for TV? Unless it's specifically going to be deformed would the ngons matter at all?

  • @ruwansampath5698
    @ruwansampath5698 2 ปีที่แล้ว

    Thanks.........................

  • @Messir
    @Messir ปีที่แล้ว

    How do you have those modifiers arranged in a list?

  • @Alexander_S_K
    @Alexander_S_K 2 ปีที่แล้ว

    Any reason you prefer Zen UV addon over UV toolkit 2? Is there something the latter is missing?

  • @romulino
    @romulino 2 ปีที่แล้ว

    Grant sent me here!

  • @tistalagosta3449
    @tistalagosta3449 2 ปีที่แล้ว

    💙

  • @SanOcelotl
    @SanOcelotl ปีที่แล้ว

    can't believe i just watched this for free

  • @ShakuganJkeee
    @ShakuganJkeee ปีที่แล้ว

    hello, love your tutorials! Can u help me with one 1-bevel issue? After unwrapping my 1-bevel LP model, i always meet one problem - some corners overlapping each other, couse its UV map ruin after apply 1-bevel. How u fix this problem without reunwrapping?
    Couse of this issue, after normal baking, terrible shading in this overlapping corners =( couse of this, i use no-bevel LP on this time

    • @emilalibekov
      @emilalibekov ปีที่แล้ว

      Do you have an answer to this question by this time? Do we have to apply bevel mod after doing unwraping?

    • @ShakuganJkeee
      @ShakuganJkeee ปีที่แล้ว

      @@emilalibekov no i dont, just doing unwraping another way (more handmade)