Sign up for my upcoming 3D Modeling course today: www.onmars3d.com/ 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 🙂 Discord: discord.gg/vybvJnEeya At 2:39 I talk about the UVs not being sync'd with the the mesh selection, you can just enable 'UV Sync Selection' next to the 'Select Mode' icons in the top right of the UV Editor window. Thanks to @dalerose4958 for pointing this out!
Dude!! This is the most clearly put UV unwrapping video I've seen ... thank you for not explaining things like complex object UVs with a cube as the example 😍
I'm currently studying at an art college where 3D is part of my graduation, sadly I wasn't taught the basics of 3D. So this is a life saver for my graduation.
Man after many years in 3d universe, I was looking for a video / tuto to explain to my relatives what is UV unwrapping ! This video is soooo clear and interesting! Bravo and thank you
I'm 2 weeks into learning blender and modelling. My hope is to make a mod from start to finnish. And if all goes well to start modding. Your experience is amazing and I thank you so much.
This makes me embarrassed about how I have been uv unwrapping. I would just push smart unwrap, place my major planes, and then take all of the tiny details, compress them down and stick them on top of the texture randomly, hoping no one would notice
Very happy seing you making blender content, i often watch your tutorials on maya and try to convert some of the tips to blender. I hope we'll see more of blender in the future.
Project from View is actually a laughably good solution to resetting your UV map, there is a "reset" option only in viewport edit mode UV context menu, but it collapses all the faces of the mesh into 0-1 of the UV tile, and overlaps ALL of them. This means if you have like 15.000 faces, your Blender will probably cascade into a black hole.
This is a great tutorial for filling gaps in my knowledge, thank you! A bit of feedback, it's incredibly distracting, and disorientating when the camera keeps cutting back to you talking, a voice over while you work would have flowed much better.
very easy to follow, great tips, thanks. do you ever use the addon UV Squares? It allows you to convert a curved section to a straight rectangular one to make it easier to place on the uv grid
You don't need to, but as I brought up in the video, for beginners, it's a great way to clean up the messy UV islands from modeling. When you first start UV Unwrapping, seeing that mess of UVs can be overwhelming.
Ridiculous how behind blender is regarding uv worflows. No visible uvs in edgemode? No edge selection in the uveditor? No checker override material ready with a button?
Seams show up as red edges in Edit mode, you can select edges in the UV editor, but yeah, there is no override material with a button (at least with no addons)
This is clearly one of the best and most concise uv tutorial I have seen. Totally recommended video 💯. I already knew the information but that's after expermenting and checking tutorials. If possible I think a video about uv techniqes would be a good part 2, stuff like UV Overlap, texel density and UDIMs.
I remember trying to look into how to do this between 2008 and now and it has always been complicated and confusing to me, and while it's clear the technology has advanced to make this a more streamlined process, i've also never seen someone explain such an enigmatic topic to a beginner like me so easily like this before. Thanks!
I have to reiterate what everyone else is saying: this is the absolute BEST tutorial on UV mapping and unwrapping I have ever watched...and this is after years of fighting with uv maps and islands and wondering what was going on. You deserve a million thank you's, more likes and subs.
Respect: Knowledge, Presentation, Video and specially your speaking and voice control is on a high professional level. One of the best videos about UV !
THANK YOU so much for showing this process on a more difficult object! I've watched unwrapping tutorials before, but most of them showed it on the default cube. UV and rigging are my long-time enemies, I'll try it next time, based on your tutorial.
There are so many good videos on your channel that I really appreciate for understanding 3D. I also want to learn your tips and techniques on Substance Painter and environment lighting.
If I remember correctly, the reason for "less seams = better" is because UVs are stored per vertex, having a seam will double the UV data for each vertex on the seam increasing memory consumption, a resource that has become less "scarce" over the years.
I'm overcomplicating a Halloween costume by trying to turn a 3D model into fabric patterns and this video is helping me get there (I hope!) First video I can actually follow and I get what I'm trying to get.
Isn't the project from view an unnecessary step? If you place Seams and unwrap the uv map gets wiped and created even if you dont have one? Maybe I misunderstood something here. If I have any advice to beginners doing UVs that I really wish Id focused on sooner. It's learning topology. I don't know how many hours I've wasted just trying to fix issues just to find out it's my topology that's a complete mess. Now the modelling part takes a bit longer but fixing issues is a minimum so in the end I'm faster.
Project from view is an extra step to clean up the UVs in the editor. What I noticed when students are first learning is they get overwhelmed by seeing the UVs being a mess in the editor. In addition to that, you can select and Mark seams directly in the editor so having it based on the project from view makes it easier to select. And agreed, good topology makes UVs much easier to work with.
I was thinking the same thing. If you’re doing your seams in the viewport then you can leave the UVs as a jumbled mess because as soon as you do the Unwrap command they all get replaced anyway.
Took me three months to find this. All the uv tutorials were out of date and would bump with each other. One would say one thing. Then the next vid would say the opposite. So i got really frustrated and stuck. My only thing is , even if i properly uv unwrap . How do i make sure my textures look the same when i export them to Unity ? Do you have a texture bake tutorial? I tried doing the embed textures option but its never done right. Maybe one obejects textures are embedded and show up when i do extract in unity. So im super stuck there
Thans your video! I have a question, I want to unwrapping on my heart model, do I need to do this before animating the heart or can I do it after animating it?
Could you explain if there are any advantages to having separate objects in a scene? For instance, when I created an oil barrel, I added a plug on top by simply aligning a circle mesh with the surface, keeping everything as a single object. Would there be any benefits to making the plug a separate object instead?
I immediately ran into a problem on the first step. I'm making a VRChat avatar (from scratch) with outlines and when i clicked scale the outlines were removed. Does anyone know how to fix this?
Thank you so much for this video ! The best one for uv unrwrapping. Just to know, i was on maya before and i used to straighten my uv as much as i could, how can i do that on blender ? Thanks !
Such great reviews. Wish I could say the same. I had the video open on a 32 inch Monitor, playing at 0.25 speed and I was still having difficulty following his clicks. Particularly hard to follow when adding the Node:Wrangler from the "community" tab unders Edit:Preferences:Addon menu. [Blender default community is not selected] It was also difficult to follow the Material:Color:Image and then Select the UV texture. BTW you really talk funny at 0.25X. You do alot of face camera explaning, but when it comes to actions, you seem to have a tendancy to hit the gas. The other issue, before you start with UV editor, you should breifly explain how you set up your, its better if you are not sure what changes you've, just start with a cube and get it to where you want it. Out of the box, blender will not render a UV texture in edit or object mode, even when you change the material. You can see it under the paint texture mode.
Despite seams not being an important matter in UV mapping, it is better that there is the least amount of them, as separate uv coordinates translate later in duplicate vertices when exported, especially for real time graphics
When you go into UV editing, theres nothing on the grid on the left side. This is like the 10th tutorial im watching and yall are missing something or this program is just a piece of dog shit.
Sign up for my upcoming 3D Modeling course today: www.onmars3d.com/
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 🙂
Discord: discord.gg/vybvJnEeya
At 2:39 I talk about the UVs not being sync'd with the the mesh selection, you can just enable 'UV Sync Selection' next to the 'Select Mode' icons in the top right of the UV Editor window. Thanks to @dalerose4958 for pointing this out!
You might need to pin this
oops, thanks @@PersonWithDreamz
Great tutorial. One thing that often times gets overlooked is „follow active quads“ for straighten uvs
Thanks for the tip, I'll cover that in a future video!
Dude!! This is the most clearly put UV unwrapping video I've seen ... thank you for not explaining things like complex object UVs with a cube as the example 😍
Glad to hear it, thanks for the kind words!
I'm currently studying at an art college where 3D is part of my graduation, sadly I wasn't taught the basics of 3D. So this is a life saver for my graduation.
Happy to help!
Man after many years in 3d universe, I was looking for a video / tuto to explain to my relatives what is UV unwrapping ! This video is soooo clear and interesting! Bravo and thank you
Great to hear!
UV mapping was the hardest thing to ~wrap my head around~ but thanks to your video, the mysteries have been ~unwrapped~ Thanks!
Glad to hear it!
thanks mate......many videos seem to assume you understand everything BEFORE telling about UV mapping. you make it very clear for beginners.
That was my goal, glad it helped!
I'm 2 weeks into learning blender and modelling. My hope is to make a mod from start to finnish. And if all goes well to start modding. Your experience is amazing and I thank you so much.
Holy shit. I've been struggling with UV for years and this tutorial finally made it all click.
Love to hear it, glad to help!
i learned in 7 minutes what i was trying to do for months, my UVs now is perfect, thank you
Glad it helped!
2:19 project from view is beautiful when it comes to manually modeled and complex hair. Thankd so much!
Thank you! Cheers!
after watching a lot of videos to under stand seams , that was the shortest and the best video , thanks man
Glad it helped!
As a beginner in blender this is extremely helpful and straightforward, thank you.
I’ve seen plenty of uv vids and this actually made everything click. Thank you thank you thank you
Finally a UV Unwrap video that makes sense to me, thank you!
Glad you found it helpful!
This makes me embarrassed about how I have been uv unwrapping. I would just push smart unwrap, place my major planes, and then take all of the tiny details, compress them down and stick them on top of the texture randomly, hoping no one would notice
This is the one that made it click for me, thanks for making me hate the process less!
Omg, can't believe how much I learnt just from one video!!! Thanks brook, thanksss
Happy to help!
Everything on point. Probably one of the best tuts ive seen on youtube.
seriously awesome i have been trying tutorials for 2 hours
Glad you found this helpful!
I'm trying to learn blender right now and this video is immensely helpful! Thank you!
Glad it was helpful!
Very happy seing you making blender content, i often watch your tutorials on maya and try to convert some of the tips to blender. I hope we'll see more of blender in the future.
That's the plan!
Perfect Tutorial! Thank you soooo much! Straight to the point and very helpful tips!
This made things feel so much more straightforward, thank you!
Project from View is actually a laughably good solution to resetting your UV map, there is a "reset" option only in viewport edit mode UV context menu, but it collapses all the faces of the mesh into 0-1 of the UV tile, and overlaps ALL of them. This means if you have like 15.000 faces, your Blender will probably cascade into a black hole.
WOW, so simple. Thank you!!!
Perfect tutorial. Thank you very much.
You're welcome!
This is absolutely amazing, whish I knew about it sooner. As soon as I get more energy, I WILL go back to blender!
Great to hear!
That video comes just in time, right when I wanted to learn about UV mapping 🤩 Thanks
Hope it helps!
very helpful even for a complete beginner like me!! tysm!
Glad it was helpful!
This seams really important.
This is the clearest tutorial on UV unwrapping I have ever seen, thank you so much
the unwrap from view is a new one for me, thank you"
No problem!
Amazing.
You make it look so simple!
Thank you for sharing your experience.
Subbed! Awesome tutorial.
Very well done. Would have liked to see about having different UVMaps though.
Excellent tutorial on a complex subject !
Great tutorial. Really needed some tips to fix my model's UV. Thanks.
Happy to hear!
3:24 Lifesaver ❤❤❤ Thank you so much
This is a great tutorial for filling gaps in my knowledge, thank you!
A bit of feedback, it's incredibly distracting, and disorientating when the camera keeps cutting back to you talking, a voice over while you work would have flowed much better.
Very clear and well explained ! Maybe you could have mentioned how to lay your UVs in a perfect grid patern, other than that, great job ;)
Thanks for the tip!
You're a lifesaver 🤟🤟
Hey, this new blender is a bit confusing, can you make a Bake Texture tutorial? it will help me so much
4:27 was wondering why I dont get the checker image on my object ... I have to assign, I got a button your version doesnt.
tutorial soooo good, finally understood it! Thank you
You're welcome!
When you select the 'Pack Islands' function you have a settings box that appears, how are you doing that? mine just applies it immediately
I really enjoy your speed.
Glad to hear it!
Really excellent explanation. Thanks!
Hey! :)
This is probably a whole topic in itself, but what is UV packing and when would/should one do it?
Thanks!
very easy to follow, great tips, thanks. do you ever use the addon UV Squares? It allows you to convert a curved section to a straight rectangular one to make it easier to place on the uv grid
Brilliant
Thanks Buddy
excellent tutorial but I got a problem I don't see does tools that you have in your UV Editor in my UV editor and am using blender 3.6
🤔
I'm not too sure why the need of project UV from View. After you marked seam and unwrap, the result still the same without making a "Clean Slate".
thank you!!
Project from view step is redundant in Blender unlike Maya, correct me if I am wrong.
so helpful,,thanks a lot!
Excellent!
Scale!!! Thanks!
No problem!
pretty neat! Thx!
u don't need prject from view to make the seams and islands
You don't need to, but as I brought up in the video, for beginners, it's a great way to clean up the messy UV islands from modeling. When you first start UV Unwrapping, seeing that mess of UVs can be overwhelming.
how do i remove the wireframe in uv editing?
As far as I now, you can't, you need to be able to view the edges and verts to be able to edit your seams.
Is there any way to straighten the uv's?
Look into using 'Follow Active Quads' in the UV editor or there is a free add on called UV Squares that works really well
@@OnMars3D thanks
Ridiculous how behind blender is regarding uv worflows. No visible uvs in edgemode? No edge selection in the uveditor? No checker override material ready with a button?
Seams show up as red edges in Edit mode, you can select edges in the UV editor, but yeah, there is no override material with a button (at least with no addons)
Short summary of the video: do the unwrap by hand as you've always done 💀
How do you Shift Edge Extrude in Blender like Max and Maya?
Just press 'E' to extrude the edge and 'G' to move it.
@@OnMars3D Wish there was SHIFT Extrude...its why Max and Maya are such powerful modeling tools....
geeeeez....
adsdsaa
This is totally unusable for any type of professional workflow.
Poor my brain. It's overloaded
Maya has this sussed. Guess you get what you pay for…
This is clearly one of the best and most concise uv tutorial I have seen. Totally recommended video 💯.
I already knew the information but that's after expermenting and checking tutorials. If possible I think a video about uv techniqes would be a good part 2, stuff like UV Overlap, texel density and UDIMs.
Awesome, thank you! I'll cover those topics in future videos!
I remember trying to look into how to do this between 2008 and now and it has always been complicated and confusing to me, and while it's clear the technology has advanced to make this a more streamlined process, i've also never seen someone explain such an enigmatic topic to a beginner like me so easily like this before. Thanks!
I have to reiterate what everyone else is saying: this is the absolute BEST tutorial on UV mapping and unwrapping I have ever watched...and this is after years of fighting with uv maps and islands and wondering what was going on. You deserve a million thank you's, more likes and subs.
And its still totally useless for professional work
Appreciate it, thanks for the kind words @zana3d!
Man! I've watched a LOT of UV unwrapping videos and yours makes the most sense, and is succinct. Kudos to you, kind sir.
Glad it was helpful!
and here another very low quality tut that just for view. bro just by looking the helmet uvs it's not acceptable.
Respect:
Knowledge, Presentation, Video and specially your speaking and voice control is on a high professional level.
One of the best videos about UV !
Thank you, I put a lot of work into this video, glad it's being well received!
THANK YOU so much for showing this process on a more difficult object! I've watched unwrapping tutorials before, but most of them showed it on the default cube. UV and rigging are my long-time enemies, I'll try it next time, based on your tutorial.
0:05 ". . . with no extra UV mapping add-ons or plug-ins." Thank you!
No problem!
There are so many good videos on your channel that I really appreciate for understanding 3D. I also want to learn your tips and techniques on Substance Painter and environment lighting.
Awesome, thank you!
If I remember correctly, the reason for "less seams = better" is because UVs are stored per vertex, having a seam will double the UV data for each vertex on the seam increasing memory consumption, a resource that has become less "scarce" over the years.
I'm overcomplicating a Halloween costume by trying to turn a 3D model into fabric patterns and this video is helping me get there (I hope!) First video I can actually follow and I get what I'm trying to get.
Thank you for the efficient tutorial at 1:33, after that the rest of the video is just yapping😴
Isn't the project from view an unnecessary step? If you place Seams and unwrap the uv map gets wiped and created even if you dont have one? Maybe I misunderstood something here.
If I have any advice to beginners doing UVs that I really wish Id focused on sooner. It's learning topology. I don't know how many hours I've wasted just trying to fix issues just to find out it's my topology that's a complete mess. Now the modelling part takes a bit longer but fixing issues is a minimum so in the end I'm faster.
Project from view is an extra step to clean up the UVs in the editor. What I noticed when students are first learning is they get overwhelmed by seeing the UVs being a mess in the editor. In addition to that, you can select and Mark seams directly in the editor so having it based on the project from view makes it easier to select.
And agreed, good topology makes UVs much easier to work with.
I was thinking the same thing. If you’re doing your seams in the viewport then you can leave the UVs as a jumbled mess because as soon as you do the Unwrap command they all get replaced anyway.
Hey bro great tutorial! But i got one question. Why can't we use smart UV unwrapping for this?
FAKE VIDE
spends over 2 min explaining and then he just shows something he already had started and it's half done.
Took me three months to find this. All the uv tutorials were out of date and would bump with each other. One would say one thing. Then the next vid would say the opposite. So i got really frustrated and stuck. My only thing is , even if i properly uv unwrap . How do i make sure my textures look the same when i export them to Unity ? Do you have a texture bake tutorial? I tried doing the embed textures option but its never done right. Maybe one obejects textures are embedded and show up when i do extract in unity. So im super stuck there
Thans your video! I have a question, I want to unwrapping on my heart model, do I need to do this before animating the heart or can I do it after animating it?
Could you explain if there are any advantages to having separate objects in a scene? For instance, when I created an oil barrel, I added a plug on top by simply aligning a circle mesh with the surface, keeping everything as a single object. Would there be any benefits to making the plug a separate object instead?
One of the best and more precise tutorials. You just explained settings I didn't even know existed and I'm grateful for it
I immediately ran into a problem on the first step. I'm making a VRChat avatar (from scratch) with outlines and when i clicked scale the outlines were removed. Does anyone know how to fix this?
Thank you so much for this video ! The best one for uv unrwrapping. Just to know, i was on maya before and i used to straighten my uv as much as i could, how can i do that on blender ? Thanks !
Such great reviews. Wish I could say the same. I had the video open on a 32 inch Monitor, playing at 0.25 speed and I was still having difficulty following his clicks. Particularly hard to follow when adding the Node:Wrangler from the "community" tab unders Edit:Preferences:Addon menu. [Blender default community is not selected]
It was also difficult to follow the Material:Color:Image and then Select the UV texture.
BTW you really talk funny at 0.25X.
You do alot of face camera explaning, but when it comes to actions, you seem to have a tendancy to hit the gas.
The other issue, before you start with UV editor, you should breifly explain how you set up your, its better if you are not sure what changes you've, just start with a cube and get it to where you want it.
Out of the box, blender will not render a UV texture in edit or object mode, even when you change the material. You can see it under the paint texture mode.
Nothing against your video, the explanation was great, but man the more I learn about UVs the more I dislike them :')
no un-needed crap, straight to the point. This is why I love simple tutorials!
Glad you enjoyed it!
Jumped into my first big project and discovered "smart unwrap" wasn't too smart...
Despite seams not being an important matter in UV mapping, it is better that there is the least amount of them, as separate uv coordinates translate later in duplicate vertices when exported, especially for real time graphics
Very true, I will be discussing this in future videos!
nah, my brain is so rotted that I can't stop giggling when he starts talking about entering edge mode and having good edge flow
why when i pack UVs the UV's gets reorganized? making organizing them before packing useless!? probably because it rescales the UVs?
When you go into UV editing, theres nothing on the grid on the left side. This is like the 10th tutorial im watching and yall are missing something or this program is just a piece of dog shit.