I have seen many unwrap tutorials in my many years with Max, but this one is the best of them all. If you are new to Max, this tutorial is a must. Well done even it is years ago :-)
Without a doubt one of the best UVW unwrapping tutorials. Very informative, explains why you do this and that. 99% of other tutorials just do this only, with no reasoning. Thanks
I don't know how to express my gratitude, your tutorial is by far the best in the field. You speak very clearly, and explain very complex things by simple operations.
This is the best uvw unwrapping tutorial i have ever seen. Really I have watched too many tutorials and this is the simplest and best for me. Thank you.
Fantastic series of training on what unwrapping uvws is about, why we do it and how to go about performing unwrapping uvws with the tools within 3ds Max. You mention Quixel and one of the things about that piece of software is that there are hardly any good tutorials or videos on what it is, why we need it and how to use it. It would be brilliant if you could do some training on Quixel, please :)
Thank you!This course really helped me to solve my biggest problem in texturing. More than 3 years I could not understand how to use this modifier correctly. Tutorials on my native language were too complicated and useless.
Thank you so much .. we really need about this explain .. not show me how it work .. also need to know why i do this in the first .. to get thinking where i'm go ... many thanks for a great 3 parts for this complex modifier i can say now .. i will start work unwrap UVW .... Big Thanks
The sphere ends up fully textured, but it has visible hard seams or polar distortions depending on which unwrapping scheme is applied. There’s no way to avoid these discontinuities (unless you’re applying a perfectly uniform texture). That means unwrapping just doesn’t work on spheres. Is there a way to “paint” spherical topology so there are no seams? Otherwise, how can we properly model things like boulders?
Thank you Sir for this tutorial Ques.- How did you merge different parts of the teapot together? Could it be done by using bridge tool? (I am a beginner in 3ds max).
maybe you should introduce the TexTools, because they are for free, easy to instal and they are commonly used. at least, introduce "smoothing by UVs". but nevertheless, one of the best tutorials about unwrapping i watched.
Very well explained. This is very helpful. I hope you continue with unwrapp tutorials because the way you organize the content helps to understand everything perfectly. I would like to know one thing. When there is a turbosmoth; When do i have to do the unwrapping;, before or after the turbosmoth?. Thanks!. :)
When you want to work with turbosmooth you have to add the unwrap after the turbosmooth because if you do it before you will get some stretching from the extra geometry. P.S. What would you like to see as a unwrap object ?
Thanks Denis. I'll try it that way. :) It's just that I'm trying to model furniture in great detail. I guess I have to separate the model into basic pieces. I followed your marvelous tutos and I would like to learn some zbrush to be able to model more realistic furniture. And in the case of zbrush it is advisable to carry the model with the established coordinates. I guess the point it's practice and see lot of examples. :) Thank you for your help and for sharing!
Amazing videos, I watched all 3 parts and now know how to use the unwrap function. I have a question, what if the texture map has patterns to it? From your video, although the texture are all scaled to the same proportion but the patterning breaks at the seams, how to fix that issue?
In order to fix the seams you would have to get in the UVW editor and weld the pieces together, or make the seams at certain points where they aren't visible
Hello Denis, I have a question. What if I unwrap GeoCube as you did in tutorial. And after that i want to use texture which looks like zebra skin or something like that (just texture with lines - it can be wood with pattern or even horizontal bricks, i think you know what i mean). It would look so weird in the seams, single parts wouldn't go same direction. How to deal with this? Is there some method for "seamless" UVW map or how to deal with it? Edit: here is what I mean s-media-cache-ak0.pinimg.com/236x/6a/d4/10/6ad410dabd8b308d2b1f2693ff60d1d9--football-gear-soccer-ball.jpg It don't have to be zebra, it can be wood texture, anything.
What you are showing me is not a geosphere model but rather a football. The thing with Football models is that it has 6 angles and can be modeled as such. That way you unwrap each of the hexagonals and put them in a 1-0 UV space
Thank you for the very helpful tutorial, I've learned a lot! However I'm trying to unwrap a ship, a bulk carrier to be exact and I'm having a hard time doing so. Do you have any tips, or is there any chance you'll make a tutorial on how to unwrap a ship? Thanks in advance.
+Marcus Immerkær Keil Nope this was recorded a week ago. As for me using 2014 it's simply because it does everything i need it to do (haven't had the need to use the additions that the new versions offer) and i don't want to have to deal with setting up all the addons and plugins all over again. P.S. This is the second time i actually answer to this question, though the first time it was why i'm not using 2016 :)
+Marcus I. Keil - I'm the same as Denis. I have 2016 installed but still use 2014 because a) 2014 is more reliable and b) it takes quite a while to install a newer version and then wait as each plug-in and script is updated to work in that new software (months). By the time that does happen, and Autodesk have released their usual Extension or Service Packs, *and* you're confident the new software will be reliable..... they bring out a newer version for you to install..... you can almost, never keep up.
Hey Denis, thanks for the Video, have you consider making some money from Digital Tutors? They would love to have what you got there (Skills) But you got to make something really good :-)
+Aryat Rashid Aww .. are you saying i can't make anything really good :) If i get to a point i will think about syndicating with Digital Tutors, but i might take the solo road as well. Main reason why i would prefer the solo flight would be that in that case i won't have the limitation that a DT video will impose like script and time limitation. In any case cheers for thinking that i would be a good DT tutor.
+Denis Keman Your pronunciation is much better and your English is much easy to understand compared to most Digital Tutors instructors who have very heavy accents.
I have seen many unwrap tutorials in my many years with Max, but this one is the best of them all. If you are new to Max, this tutorial is a must. Well done even it is years ago :-)
Without a doubt one of the best UVW unwrapping tutorials. Very informative, explains why you do this and that. 99% of other tutorials just do this only, with no reasoning. Thanks
I don't know how to express my gratitude, your tutorial is by far the best in the field. You speak very clearly, and explain very complex things by simple operations.
And the fact that i try to explain complex things by using simple operations i've had people tell me i only understand basic things :)
Very proffesional made 3ds max tutorials. This is the best tutorial series so far about 3ds max uvw map techniques.
dude, i learn more with this 3 chapters than with paid courses! thank you so much! cheers from Portugal
I've found it hard to understand the uvw unwrap in 3DS Max, until now. thank you so much. Fantastic tuition.
This is the best uvw unwrapping tutorial i have ever seen. Really I have watched too many tutorials and this is the simplest and best for me. Thank you.
Fantastic series of training on what unwrapping uvws is about, why we do it and how to go about performing unwrapping uvws with the tools within 3ds Max.
You mention Quixel and one of the things about that piece of software is that there are hardly any good tutorials or videos on what it is, why we need it and how to use it. It would be brilliant if you could do some training on Quixel, please :)
Thank you!This course really helped me to solve my biggest problem in texturing. More than 3 years I could not understand how to use this modifier correctly. Tutorials on my native language were too complicated and useless.
Thank you so much for these amazing tutorials....finally I am starting to wrap my head around this thing!!
A gr8 tut again @Denis Keman sir...Learnt some new things frm it...Love from India
man thank you so much for these videos.
I watched many videos and yours were the clearest and quickest to teach
Thank you so much .. we really need about this explain .. not show me how it work .. also need to know why i do this in the first .. to get thinking where i'm go ... many thanks for a great 3 parts for this complex modifier i can say now .. i will start work unwrap UVW .... Big Thanks
Realy this is my career changing tutorial.
Awesome!!.. with your clear explanation... its look so easy to understand it.. it is the best principal UVW Unwrapping tutorial
Really excellent tutorials (especially on the thing that caused me the most problem on 3D process). Thank you.
great tutorials! helped me a lot to understand the main issues that come along with uvw unwrapping. thanks!
I've learned a lot from you in this tutorial .. thank you very much
The sphere ends up fully textured, but it has visible hard seams or polar distortions depending on which unwrapping scheme is applied. There’s no way to avoid these discontinuities (unless you’re applying a perfectly uniform texture). That means unwrapping just doesn’t work on spheres. Is there a way to “paint” spherical topology so there are no seams? Otherwise, how can we properly model things like boulders?
Thank you Sir for this tutorial
Ques.- How did you merge different parts of the teapot together? Could it be done by using bridge tool? (I am a beginner in 3ds max).
maybe you should introduce the TexTools, because they are for free, easy to instal and they are commonly used. at least, introduce "smoothing by UVs". but nevertheless, one of the best tutorials about unwrapping i watched.
Nice job on all three parts. Thank you!
Very well explained. This is very helpful. I hope you continue with unwrapp tutorials because the way you organize the content helps to understand everything perfectly.
I would like to know one thing. When there is a turbosmoth; When do i have to do the unwrapping;, before or after the turbosmoth?. Thanks!. :)
When you want to work with turbosmooth you have to add the unwrap after the turbosmooth because if you do it before you will get some stretching from the extra geometry.
P.S. What would you like to see as a unwrap object ?
Thanks Denis. I'll try it that way. :)
It's just that I'm trying to model furniture in great detail. I guess I have to separate the model into basic pieces. I followed your marvelous tutos and I would like to learn some zbrush to be able to model more realistic furniture. And in the case of zbrush it is advisable to carry the model with the established coordinates. I guess the point it's practice and see lot of examples. :)
Thank you for your help and for sharing!
Thank you Thank You Thank You!! You Are A Real TEACHER!
awesome video! helping with my college work a lot aha
THANK YOU SO MUCH ! That helped a lot with my levelset project !
Top tutorial! Thank you and I'm looking for more. Subscribe definitely
Thank you so much sir for this tutorial
Thank you very much for these simplified tutorials
Like and Subscribe for sure
great videos !!! Thank you so much. It´s really easy to understand now. Thanks to you :-)
tn for sharing simple and great tutorial
Very interesting and very useful.
awesome!! thanks for this... simple and effective!
Great tutorial thank you
Very nice tut. I've got a question. Turbosmooth or opensubdiv
should be applied before or after the unwrapping?
If you want to have no distortion then before you add the unwrapping
I suspected it. Thx
very useful tutorial, thanks
best of the best...thanks a lot!!!
Amazing videos, I watched all 3 parts and now know how to use the unwrap function. I have a question, what if the texture map has patterns to it? From your video, although the texture are all scaled to the same proportion but the patterning breaks at the seams, how to fix that issue?
In order to fix the seams you would have to get in the UVW editor and weld the pieces together, or make the seams at certain points where they aren't visible
Hello Denis, I have a question. What if I unwrap GeoCube as you did in tutorial. And after that i want to use texture which looks like zebra skin or something like that (just texture with lines - it can be wood with pattern or even horizontal bricks, i think you know what i mean). It would look so weird in the seams, single parts wouldn't go same direction. How to deal with this? Is there some method for "seamless" UVW map or how to deal with it?
Edit: here is what I mean s-media-cache-ak0.pinimg.com/236x/6a/d4/10/6ad410dabd8b308d2b1f2693ff60d1d9--football-gear-soccer-ball.jpg
It don't have to be zebra, it can be wood texture, anything.
What you are showing me is not a geosphere model but rather a football. The thing with Football models is that it has 6 angles and can be modeled as such. That way you unwrap each of the hexagonals and put them in a 1-0 UV space
Thank you for the very helpful tutorial, I've learned a lot! However I'm trying to unwrap a ship, a bulk carrier to be exact and I'm having a hard time doing so. Do you have any tips, or is there any chance you'll make a tutorial on how to unwrap a ship? Thanks in advance.
Feel free and jump in on Discord and share your model so i can see what you are working on
discord.gg/P9B3ujY
You saved my life :D
perfect job again, thanks a lot
Is there a reason you're using Max '14 ? Or have you recorded this a while ago .
+Marcus Immerkær Keil Nope this was recorded a week ago. As for me using 2014 it's simply because it does everything i need it to do (haven't had the need to use the additions that the new versions offer) and i don't want to have to deal with setting up all the addons and plugins all over again.
P.S. This is the second time i actually answer to this question, though the first time it was why i'm not using 2016 :)
+Marcus I. Keil - I'm the same as Denis. I have 2016 installed but still use 2014 because a) 2014 is more reliable and b) it takes quite a while to install a newer version and then wait as each plug-in and script is updated to work in that new software (months). By the time that does happen, and Autodesk have released their usual Extension or Service Packs, *and* you're confident the new software will be reliable..... they bring out a newer version for you to install..... you can almost, never keep up.
yeah,using 2014 too
I love you so much man
but how can you take this map in ps...\\
awesome , about uvw map
You're the best.
can you turn turbosmooth back on after you finish the unwrap?
You can turn it back on, but if you did the unwrap prior to the turbosmooth the unwrapping will be stretched a bit
Thank you so much..
Thank you very much Sir :)
wonderful
great stuff!
really thank you
THANKS A LOT...
is nice
Hey Denis, thanks for the Video, have you consider making some money from Digital Tutors?
They would love to have what you got there (Skills) But you got to make something really good :-)
+Aryat Rashid Aww .. are you saying i can't make anything really good :)
If i get to a point i will think about syndicating with Digital Tutors, but i might take the solo road as well. Main reason why i would prefer the solo flight would be that in that case i won't have the limitation that a DT video will impose like script and time limitation.
In any case cheers for thinking that i would be a good DT tutor.
+Denis Keman Your pronunciation is much better and your English is much easy to understand compared to most Digital Tutors instructors who have very heavy accents.
barisakbay Well i try my best not to sound like a robot :)
Nah that's not what i meant, man you are great your tuts are way better than most of the paid ones
Aryat Rashid I know what you meant, that was me making a joke :)