I just started UV unwrapping on a new model, first one I'm doing in 3.6 As I never read release notes, imagine my surprise when I found out this feature exists lol. Nice robot btw, reminds me of Titanfall Spectres. Thanks for the breakdown, pin and pack seems like a winning workflow
Hi @alexk3400 you are right, this new UV feature in blender 3.6 is really useful. Titanfall looks quite similar to my robot, when I looked for references one of them was Elysium with mat damon. They have a similar design. Glad it was useful, thank you for your support!
Hi @unleashedbread6146 with all the faces selected choose "Reset" in the UV menu. That way blender will place all the faces at the same size. Then you can pack them or not depending on what you are looking for. Please let me know if this answers your question. Best!
By default when you select the vertices in Edit Mode, you will see them in the UV Editor, but if you want to see the UV islands even without the vertices selected turn on the "UV Sync Selection" button at the Top left, in the UV Editor window. It has two arrows. This way you are going to see always the UVs. Hope it helps!! Best!
Wow, I didn't know that, I always spent half an hour tidying and organizing the UVs, you know how boring and time-consuming it is, wow, that's cool, thanks
Hello. I don't understand what this tool offer. It pack to the same texture resolution, so it will be no any advantages to reduce GPU memory usage. Is any tool exists to do the same, but pack and reduce texture usage and resolution. Also after using this tool all uv mapping is off from mesh and uv is broken. How to reapply new uv coordinates back to mesh? Thanks.
Hi @patrickaherton3906! A good thing about this new feature is that is more efficient packing so you can have bigger UV islands in the same UV space. If you can have bigger UV islands the texel density will be higher, independently of the texture size. You will have less empty spaces and bigger Uv islands. At the end is better quality with the same texture size. A second advantage is to be able to Pin something you do not want to move in the UV space so the rest of the UV islands can be reordered automatically. For instance you can place a face in one corner with more texel density, and the rest let Blender pack it around it. I´m not sure I get the second question, each mesh or object will have its own UV mapping it shouldn´t be necessary to reapply anything, the new packing will be the actual UVs. Hope it helps, thank you for supporting the channel, Best!
Hi @mikerusby, that's the idea of the pinned uv's, they won't move. It could be useful when you need for instance keep a uv island with more texel density than the others in one corner, and let blender pack the rest around it.
@@medicciGame lol, i know , thats what i use them for :). I meant to say it was ignoring the pins and packing everything - (I was using in the magic uv 'pack uv 'extension) but the default pack uv islands no longer lets you change parameters after you have applied it
I just started UV unwrapping on a new model, first one I'm doing in 3.6
As I never read release notes, imagine my surprise when I found out this feature exists lol. Nice robot btw, reminds me of Titanfall Spectres.
Thanks for the breakdown, pin and pack seems like a winning workflow
Hi @alexk3400 you are right, this new UV feature in blender 3.6 is really useful.
Titanfall looks quite similar to my robot, when I looked for references one of them was Elysium with mat damon. They have a similar design.
Glad it was useful, thank you for your support!
Do you know if there’s a way to unpack everything so it is the same size regardless of the size of the faces?
Hi @unleashedbread6146 with all the faces selected choose "Reset" in the UV menu. That way blender will place all the faces at the same size. Then you can pack them or not depending on what you are looking for. Please let me know if this answers your question. Best!
I purchased Zen UV and UV packmaster, absolutely amazing tools
Hi @DeputyChiefWhip, yes Great tools! I am looking for a tool to rectify in blender, it could be a good option Zen UV ?
Great! Thank you!
Glad it was usefu! Best!
Thank you
I appreciate your support! Best!
also, how did you get your selection to show on both the uv tile and the 3d viewport?
By default when you select the vertices in Edit Mode, you will see them in the UV Editor, but if you want to see the UV islands even without the vertices selected turn on the "UV Sync Selection" button at the Top left, in the UV Editor window. It has two arrows. This way you are going to see always the UVs. Hope it helps!! Best!
@@medicciGame thanks!
@@cglancer You´re welcome!!
RIP rizom
Que buen Video y que bien que estan las nuevas implementaciones de Uv de blender!!
Hola @ingeartss si son muy buenas las mejoras en UVs y me alegro que haya gustado el video, gracias por el apoyo! Saludos!
Wow, I didn't know that, I always spent half an hour tidying and organizing the UVs, you know how boring and time-consuming it is, wow, that's cool, thanks
@@maxoliver38 Yes, you can save a lot of time, glad it was useful, best!
Thank you Blender man :)
Thank you @joebuehrer for your support, Best!
Hello. I don't understand what this tool offer. It pack to the same texture resolution, so it will be no any advantages to reduce GPU memory usage. Is any tool exists to do the same, but pack and reduce texture usage and resolution. Also after using this tool all uv mapping is off from mesh and uv is broken. How to reapply new uv coordinates back to mesh? Thanks.
Hi @patrickaherton3906! A good thing about this new feature is that is more efficient packing so you can have bigger UV islands in the same UV space. If you can have bigger UV islands the texel density will be higher, independently of the texture size. You will have less empty spaces and bigger Uv islands. At the end is better quality with the same texture size.
A second advantage is to be able to Pin something you do not want to move in the UV space so the rest of the UV islands can be reordered automatically. For instance you can place a face in one corner with more texel density, and the rest let Blender pack it around it. I´m not sure I get the second question, each mesh or object will have its own UV mapping it shouldn´t be necessary to reapply anything, the new packing will be the actual UVs. Hope it helps, thank you for supporting the channel, Best!
it's a bit crashy and has less options ie not packing pinned uv's
Hi @mikerusby, that's the idea of the pinned uv's, they won't move. It could be useful when you need for instance keep a uv island with more texel density than the others in one corner, and let blender pack the rest around it.
@@medicciGame lol, i know , thats what i use them for :). I meant to say it was ignoring the pins and packing everything - (I was using in the magic uv 'pack uv 'extension)
but the default pack uv islands no longer lets you change parameters after you have applied it
@@mikerusby Ok, you are using the magic UV extension, and yes you can´t change the parameters after you pack, you need to re-pack again.
oh wow
Glad it was useful 😊