Good practice is starting with a texture and unwrapping with a cube map, then you can line up your faces with the texture and view it in the viewport, and then project from view any stretched faces and line them up, I found it alot easier to get your head round UV unwrapping by doing it to a pre defined texture, then you can do a new UV map and average island scale, pack faces to get an efficient use of texture space, and then bake from your first texture to the latter to get an efficient texture map
UV is the regular part of 3D model, stored in "UV" datablocks in particular. The only meaning of UV datablocks is storing information about bindings between vertices/edges in 3D (mesh) space with pixels/lines in 2d (texture) space.
THANK YOU SO MUCH! Yesterday night i was looking into adding textures, but all tutorials were bad and i went to bed really frustrated. As soon as i saw the name under this video i felt like the lord himself had come to my aid.
After like 10 tutorials this is the first I've found that doesn't gloss over too much, and it also manages to keep a good pace and not dump a lot of extraneous info!
I started taking some of the courses made by you and your team and my God has that allowed me to speed up my learning process from other tutorials. Everytime I finish a course is like leaving a class of one of your favorite teachers lol. Amazing tutorials as always. Bless you friend
for weeks I wondering why texturing/uvunwapping was sooo hard for me while watching dozens of videos making it look so easy. People mentioned scaling but only for game engine, YOU ARE A LIFE SAVOR!!! I love YOU!!!!
Enjoying your tutorials. The pace and quality of information (without overexplaining...as a beginner just getting one way to work is difficult enough) I find really helpful. Thanks again!
I feel like this is THE video for teaching a Blender newbie like me why his textured models look like sh** and how to fix them. Much appreciated, Grant! My own notes from this for easier reference: 3:00 Set scale of object/geometry: select it, hit CTRL+A, choose apply scale 7:35 In EDIT and Edge Select mode, select seam edges and press U to open unwrap context menu and click mark seam. Select all and choose unwrap again to see the result in the UV Editing window (Sync button!). 9:35 Position (G to grab)/scale faces/texture areas as needed.
This is the BEST tutorial ever on jow to place to UV unwrapping. Short practical and easy to follow videos, your channel is really really useful for beginners. You deserve one million subscribers indeed!
that is my assignment for the week. I task myself to learn and use 5 things a week on blender and incorporate them into what i learned. i had this along with making an image that is a plane 3d. perfect timing
I've been struggling to understand UV mapping and its held me back a bit in progressing with learning blender. This video helped a ton and remedied that thank you!
Thanks Grant ... a very good explanation and easy to follow instructions. I was just trying to get a texture on an object the other day and was not aware of the use (and importance) of manually placing a seam.
Grant, I've been trying to get a handle on UVs on and off for ages. It has always seemed so crazily muddled. This really pulled it together for me to where I was able to figure out what I need to do. Thank you very much. Your videos are always so clear and well made and that makes them very easy to follow. Thank you again.
Thanks so much for this! I've watched several tutorials but this clarified several things I've been struggling with (omg apply scale!). I'd love to see more videos going a bit more in depth into unwrapping from here. All the videos I find are either to basic or too advanced!
The only change to this tutorial I"d make is to have the UV seams be on the edge opposite the camera position. Where you've got them is visible if someone were to render. Of course not a big deal with this model, but it would be a best practice tip.
Materialize is a good tool for making normals out of images but using gimp to make the texture tilable first is a good idea. Allows for creating height, normal, rougness, metal, and AO using the single texture. A more costly is using substance to make them. You dont have to cut the UV up you can switch the mode and grab sections of a UV and drag the faces individually to where you want them.
@@grabbitt working on a model for VR and it was 10k over the recomended limit so had to retepologize and bake the textures onto the new mesh. Unity is such a pain with blender lol. My poly count was 40k so thought i was good but it was calculating tris.
Using wood grain to illustrate this is brilliant! Thanks for the exquisitely calming and concise manner; you do it so well. One comment: Wondering why not use the big check (crack) at the top of the post to line up with the same going down the post ... not only to enhance realism, but to hide the seam? I'll go through again and try it myself. Cheers!
To answer my own comment/question: To line up the cracks and features of the endgrain and the face grain is a good idea ... IF (and then I'm not sure as I've not tried yet) but it might work IF the texture composite photo was made from the same post or bit of wood. Attempting to line up the checks in the end grain to the cracks in the face grain as it is is likely to make one go mad.
Hi Grant thanks for this tutorial. I got stuck early on because I couldn't find the textures you said were avaialbel. there are so many links which one contains the textures?
Hey great video - how do you change the colour after you have applied the texture? say I wanted to change it to blue or orange but wanted to preserve the texture, how do we do this? Thanks so much! Subbed and liked :)
In your example there is a overlap uv and you already have a texture map. How to fix it (no overlap) without make new texture paint? Is there a way to do it automatically?
Hi Grant... thank you for this tutorial! I'm new to blender and I have a different approach in putting texture to 3d object faces. Let me know if this is wrong or not. Im using smart UV by selecting face that I want to put texture 1st up to last faces separately. Im not using wrapping. It is working fine for me but I just want know if this a good approach. Im also not using Mark seam. thanks again for these awesome beginners tutorial!!! by the way im starting to creat my own 3d model for Euro Truck Simulator 2.
Download link could only be saved as webp, had to use online converter to get it to a png. After that, great video! Just finished your website's beginner levels :)
Hi Grant, this was a great tutorial, I used this process to create an old wooden shed, placing each plank and beam by hand after UV unwrapping, but I'm having a problem when I import the fbx into unreal engine 4. every time I try to build the lighting i get overlapping UV errors, is there something I'm missing that's causing this. Thanks in advance and you have helped me out massively in understanding the fundamentals of UV mapping so far, so thanks for the tutorials :)
Thanks for sharing! Would you mind taking the post down to 2D, export it to .png where z=0, y=0, width= 1024 Height= 1024. Then paint it with an external program? Then import the 2d painted image back into blender and add it as a new texture, apply it to the post which is still 3D? That's what I"m trying to do with an airplane tutorial but the tutorial is dated 2016 and blender has changed quite a bit since then.
@@grabbitt I finally got the painted wing loaded onto the plane. I'm new to blender and with the tutorial being 7 years old now. Some of the instructions weren't working for me. All 2D plane parts will wind up on one 1024x1024 image and then be installed on the Das Little Stick airplane back in 3D mode. Then it will all go through another process in Phoenix builder so it can be flown in Phoneix sim just like you'd fly an RC airplane with simulated flying fields.😀
how about there are 100 or 1000 or more fences? how to randomise the texture with similar mesh object, which most often array and curve modifier are being used
Awesome video. It helped me understand UV texturing. Now I do have a question. How do we use the same texture and unwrapped UV to apply bump mapping and displacement mapping using nodes? Is there a way to project the uv wireframe into the texture image then create the bump map image for it? This would really help a lot.
Very helpful as always thank you Grant. I always thought it was not allowed to place two or more uv unwrapped faces above each other like you did with the top and bottom part. Am I wrong?
is projecting 2d textures in 3d object alone is the prospect of uv editing? when i try to apply pbr textures in simple cuboids they get streched in some faces..is uv have anything to do with it? if so, help me please..Your care in explaining every single thing is very helpful..Thank you
sir you are a great teacher, i feel very sorry for downloading project for free, i actually want to credit you as your tutorials are priceless and awesome. sorry about that bcz i am economically very poor. but i will definitely credit you in future. thank you so much for sharing your precious knowledge
Grant Abbitt, is there any possibility that I might be able to convince you to do a video on how to apply bump maps to any given object? Like if I wanted to make the moon, and I didn’t just want to put a 2d texture, I want to convert a 2d image to a bump map and apply it to a given sphere?? Thankyou
Hi Grant yet another fantastic video but I am confused, I created a small simple house (a cube with a pointed roof), when i apply the texture it still covers the whole house even when i select just the roof section and assign a texture to it. Where am i going wrong please, thanks for your help.
Excellent Tutorial Grant. Wondering why you are not beveling your objects. And related to the bevel, one question: are you usually beveling before uvunwrapping or after? What is the best way?
@@grabbitt the bevel modifier cannot be used everytime. When i want to bevel only 1 edge I have to use ctrl+b. But then the uv will be modified and my seams altered.
Nik Rogers 0 seconds ago I find objects made in all apps such as archipack and bagapie are not able to be textured as they need to be converted in some way can you give advice about that so far I cant find an answere so cant use them thanks
heya Grant, thanks for your tutorials, they have helped me immeasurably with Blender. I've had no trouble with UV unwrapping, sometimes I use from cube at other times projecting from view, I dont need to mark seems and just by selecting the faces I can re position them in the UV editor to my liking......am I missing something?
I swear the UV aspect of 3D modeling is the most confusing part to me, always has been. Thanks Grant for making it simple to understand!
yeah you get used to it once you get your head around it :)
same to me a year ago
Good practice is starting with a texture and unwrapping with a cube map, then you can line up your faces with the texture and view it in the viewport, and then project from view any stretched faces and line them up, I found it alot easier to get your head round UV unwrapping by doing it to a pre defined texture, then you can do a new UV map and average island scale, pack faces to get an efficient use of texture space, and then bake from your first texture to the latter to get an efficient texture map
Always has been :))
UV is the regular part of 3D model, stored in "UV" datablocks in particular. The only meaning of UV datablocks is storing information about bindings between vertices/edges in 3D (mesh) space with pixels/lines in 2d (texture) space.
3:27 "Set your scale." Thank you!! Can't believe I didn't know about this sooner!
Grant:
Your videos are pure gold for us rookies in Blender. They've saved me from quiting and switching to other friendlier software.
THANK YOU SO MUCH! Yesterday night i was looking into adding textures, but all tutorials were bad and i went to bed really frustrated. As soon as i saw the name under this video i felt like the lord himself had come to my aid.
I am a big fan of yours Grant Abbit I respect you you are the best tutor for blender on you tube platform
After like 10 tutorials this is the first I've found that doesn't gloss over too much, and it also manages to keep a good pace and not dump a lot of extraneous info!
Grant, I can't THANK YOU enough for your excellent tutorials, especially in these difficult times. I hope you know how much of a help you are.
Thanks
Hands down the best teacher for blender..Truly i respect you Sir😄
Really have to give it to Grant, his teaching style is nothing short of superb! Thanks for the video!
I started taking some of the courses made by you and your team and my God has that allowed me to speed up my learning process from other tutorials. Everytime I finish a course is like leaving a class of one of your favorite teachers lol. Amazing tutorials as always. Bless you friend
Thanks 😀
for weeks I wondering why texturing/uvunwapping was sooo hard for me while watching dozens of videos making it look so easy.
People mentioned scaling but only for game engine, YOU ARE A LIFE SAVOR!!! I love YOU!!!!
Grant, you save my life with this tutorial, you have no idea
Enjoying your tutorials. The pace and quality of information (without overexplaining...as a beginner just getting one way to work is difficult enough) I find really helpful. Thanks again!
I've been doing unwrapping in blender for a while but this tutorial really sharpened up my understanding and skill. Thank you very much, Grant.
Thanks :)
Absolutely fantastic tutorial! I was also not aware of that local scale shortcut, thanks for taking the time explain it as well.
Very clear explanation about the UV map editor and the texturing. Thanks for that Grant! Ready for more on that topic.
I feel like this is THE video for teaching a Blender newbie like me why his textured models look like sh** and how to fix them. Much appreciated, Grant!
My own notes from this for easier reference:
3:00 Set scale of object/geometry: select it, hit CTRL+A, choose apply scale
7:35 In EDIT and Edge Select mode, select seam edges and press U to open unwrap context menu and click mark seam. Select all and choose unwrap again to see the result in the UV Editing window (Sync button!).
9:35 Position (G to grab)/scale faces/texture areas as needed.
This is the BEST tutorial ever on jow to place to UV unwrapping. Short practical and easy to follow videos, your channel is really really useful for beginners. You deserve one million subscribers indeed!
Thanks
This is great. Very clear explanations. This is very useful and important to many new model creators.
Thanks 😃
that is my assignment for the week. I task myself to learn and use 5 things a week on blender and incorporate them into what i learned. i had this along with making an image that is a plane 3d. perfect timing
Nice 😃
I was literally watching the old tuts about it hours ago...perfect timing!
Nice 😃
Grant is never late, He arrives Abbitt late ^_^
Thank you for giving an opportunity to learn this software easily
To all the people who cannot see the texture after moving to uv editing tab, switch to materials view in the viewport. And awesome tut
This is a very good tutorial on UV mapping for starters. Thanks Grant!!
Thanks Grant. Often learn something every from the more basic tutorials
Thanks :)
Hi, Grant! I'm here just to say THANK YOU for this excellent tutorial. You help me a lot!!
I've been struggling to understand UV mapping and its held me back a bit in progressing with learning blender. This video helped a ton and remedied that thank you!
Great to hear!
GA: "Hopefully this exercise has improved your UV texturing ability..."
Me: "Yes! It just took a colossal jump from -228 to 3!"
nice
I SECOND THAT!
Amazing! Thank you for making this Grant, cant wait to watch :)
Thanks 😃
Sir you are a great teacher I always learn from you ❤️❤️
What a good tutorial compared to other ones I've seen
You're such a wonderful teacher.
Thanks Grant ... a very good explanation and easy to follow instructions. I was just trying to get a texture on an object the other day and was not aware of the use (and importance) of manually placing a seam.
Thanks 😃
Once of best exoplanation on uv unwrapping...THanks man
Thanks
Grant, I've been trying to get a handle on UVs on and off for ages. It has always seemed so crazily muddled. This really pulled it together for me to where I was able to figure out what I need to do. Thank you very much. Your videos are always so clear and well made and that makes them very easy to follow.
Thank you again.
Glad I could help!
You are an incredible teacher!
thank you for all tiny details, helped a lot!
Wonderful tutorial, one thing, the vertical is a post, horizontal is a rail.
I love how well you explain everything, thank you!
my pc has stop working 😥but, that won't stop me from watching ur tutorials coz i lov ur work 😊
Nice
Ok, you just saved me a lot of headache at 3:07, thanks!
Can't wait to watch this once I complete all the Beginner tutorials you put out!! Working on the sea shack every day and loving it!
nice :)
This was REALLY good. Thanks Grant!!
Very helpful to understand UV space.
Thanks so much for this! I've watched several tutorials but this clarified several things I've been struggling with (omg apply scale!). I'd love to see more videos going a bit more in depth into unwrapping from here. All the videos I find are either to basic or too advanced!
yes i hope to do a few more
I am so so grateful for your videos! 🙏 TAHNK YOU
Omg, thank you so much, I would have no idea what I would be doing with out you. You do such a good job explaining. Keep up the great work 😁
Thanks :)
Perfect tutorial. Learnt a lot. Got a much better understanding
Thanks grant for all your tutoriel, you help me a lot. I send you lot of good vibes from france.
Thanks :)
The only change to this tutorial I"d make is to have the UV seams be on the edge opposite the camera position. Where you've got them is visible if someone were to render.
Of course not a big deal with this model, but it would be a best practice tip.
Marvelously clear and helpful tutorial. Great work! Cheers.
Thanks :)
YOU ARE MY HERO!!!!!!!!!!!!!!!!!
so very tricky,,,,, thank you for the help my friend
Grant always make it easy, thx.
This si exactly what i needed !
thanks for this rare tutorials recommended for newbie in blender like me new subscriber here =)
again u saved my day ..... !!!!!!!!!!!!! thank you for this video .....
This was actually very helpful. Thanks a lot!
Great tutorial, thanks!
thank for share your tutorial
i love this
Great tutorial.. keep up your good work 👍
Great and simple tutorial!
what parameters do you have on the Ambient Occlusion?
Just turned it on and up slightly
Materialize is a good tool for making normals out of images but using gimp to make the texture tilable first is a good idea. Allows for creating height, normal, rougness, metal, and AO using the single texture. A more costly is using substance to make them.
You dont have to cut the UV up you can switch the mode and grab sections of a UV and drag the faces individually to where you want them.
indeed
@@grabbitt working on a model for VR and it was 10k over the recomended limit so had to retepologize and bake the textures onto the new mesh. Unity is such a pain with blender lol. My poly count was 40k so thought i was good but it was calculating tris.
Using wood grain to illustrate this is brilliant! Thanks for the exquisitely calming and concise manner; you do it so well. One comment: Wondering why not use the big check (crack) at the top of the post to line up with the same going down the post ... not only to enhance realism, but to hide the seam? I'll go through again and try it myself. Cheers!
To answer my own comment/question: To line up the cracks and features of the endgrain and the face grain is a good idea ... IF (and then I'm not sure as I've not tried yet) but it might work IF the texture composite photo was made from the same post or bit of wood. Attempting to line up the checks in the end grain to the cracks in the face grain as it is is likely to make one go mad.
indeed
You are a great teacher! Thanks you!
Thanks :)
Thank You! Really helpful!
great video Grant, could you do one with a simple house? would help to see how angles like the roof get aligned.
i have done a house in the past. Search my channel for medieval
Hi Grant thanks for this tutorial. I got stuck early on because I couldn't find the textures you said were avaialbel. there are so many links which one contains the textures?
Textures.com
what a great video, thank you
Hey great video - how do you change the colour after you have applied the texture? say I wanted to change it to blue or orange but wanted to preserve the texture, how do we do this? Thanks so much! Subbed and liked :)
In your example there is a overlap uv and you already have a texture map. How to fix it (no overlap) without make new texture paint? Is there a way to do it automatically?
Perfect video. 👌🏼
Amazingly good tutorial!
Great tutorial. Thak you! Lots of really interesting tutorials on your channel - 100% subscribe and recommend!
Hi Grant... thank you for this tutorial! I'm new to blender and I have a different approach in putting texture to 3d object faces. Let me know if this is wrong or not. Im using smart UV by selecting face that I want to put texture 1st up to last faces separately. Im not using wrapping. It is working fine for me but I just want know if this a good approach. Im also not using Mark seam.
thanks again for these awesome beginners tutorial!!!
by the way im starting to creat my own 3d model for Euro Truck Simulator 2.
If it works ok and looks ok it is ok
Download link could only be saved as webp, had to use online converter to get it to a png. After that, great video! Just finished your website's beginner levels :)
Great Grant
Hi Grant, this was a great tutorial, I used this process to create an old wooden shed, placing each plank and beam by hand after UV unwrapping, but I'm having a problem when I import the fbx into unreal engine 4. every time I try to build the lighting i get overlapping UV errors, is there something I'm missing that's causing this. Thanks in advance and you have helped me out massively in understanding the fundamentals of UV mapping so far, so thanks for the tutorials :)
Thanks for sharing! Would you mind taking the post down to 2D, export it to .png where
z=0, y=0, width= 1024 Height= 1024. Then paint it with an external program?
Then import the 2d painted image back into blender and add it as a new texture, apply it to the post which is still 3D?
That's what I"m trying to do with an airplane tutorial but the tutorial is dated 2016 and blender has changed quite a bit since then.
Yes that's another way to do it
@@grabbitt I finally got the painted wing loaded onto the plane. I'm new to blender and with the tutorial being 7 years old now. Some of the instructions weren't working for me. All 2D plane parts will wind up on one 1024x1024 image and then be installed on the Das Little Stick airplane back in 3D mode. Then it will all go through another process in Phoenix builder so it can be flown in Phoneix sim just like you'd fly an RC airplane with simulated flying fields.😀
how about there are 100 or 1000 or more fences? how to randomise the texture with similar mesh object, which most often array and curve modifier are being used
That will need a separate video
Awesome video. It helped me understand UV texturing. Now I do have a question. How do we use the same texture and unwrapped UV to apply bump mapping and displacement mapping using nodes? Is there a way to project the uv wireframe into the texture image then create the bump map image for it? This would really help a lot.
That's more a nodes question. See my tutorial series
Very helpful as always thank you Grant. I always thought it was not allowed to place two or more uv unwrapped faces above each other like you did with the top and bottom part. Am I wrong?
no that's not a problem unless you are painting your textures
Thank you Grant, you are the best! :)
Thanks :)
is projecting 2d textures in 3d object alone is the prospect of uv editing? when i try to apply pbr textures in simple cuboids they get streched in some faces..is uv have anything to do with it? if so, help me please..Your care in explaining every single thing is very helpful..Thank you
you can box project
Thanks ! : )
Thanks 😃
sir you are a great teacher, i feel very sorry for downloading project for free, i actually want to credit you as your tutorials are priceless and awesome. sorry about that bcz i am economically very poor. but i will definitely credit you in future. thank you so much for sharing your precious knowledge
An amazing tutorial!!
Thanks
Grant Abbitt, is there any possibility that I might be able to convince you to do a video on how to apply bump maps to any given object? Like if I wanted to make the moon, and I didn’t just want to put a 2d texture, I want to convert a 2d image to a bump map and apply it to a given sphere?? Thankyou
possibly i'll take a look
Great, explained a lot
Thanks :)
Hi Grant yet another fantastic video but I am confused, I created a small simple house (a cube with a pointed roof), when i apply the texture it still covers the whole house even when i select just the roof section and assign a texture to it. Where am i going wrong please, thanks for your help.
check your material slots
@@grabbitt Thanks Grant, will take a look. My house I built with one cube instead of using separate cubes or items maybe that’s where I’m going wrong
Excellent Tutorial Grant. Wondering why you are not beveling your objects. And related to the bevel, one question: are you usually beveling before uvunwrapping or after? What is the best way?
the bevel modifier kind of ignores the uv's to a degree. I did not bevel in the tutorial as i did not want to over complicate it
@@grabbitt the bevel modifier cannot be used everytime. When i want to bevel only 1 edge I have to use ctrl+b. But then the uv will be modified and my seams altered.
@@Leevy27 yes you would want to do this before the uv unwrap
Great Tutorial!!
Thanks :)
Thank you!Now all is clear)
Great stuff. Thanks for creating and sharing! :-)
Thanks :)
Nik Rogers
0 seconds ago
I find objects made in all apps such as archipack and bagapie are not able to be textured as they need to be converted in some way can you give advice about that so far I cant find an answere so cant use them thanks
Thanks, Grant but I'm trying to understand why the process is called "unwrapping" when we are actually "wrapping" the object with a 2d texturesurface?
Which game engine you will prefer UNITY, GODOT OR UNREAL or any others you prefer. Plz tell and love your videos
I only use Unity at the moment and only a very little. I tend to make game assets rather than do anything with them
Thanks for your reply
Thanks.
heya Grant, thanks for your tutorials, they have helped me immeasurably with Blender. I've had no trouble with UV unwrapping, sometimes I use from cube at other times projecting from view, I dont need to mark seems and just by selecting the faces I can re position them in the UV editor to my liking......am I missing something?
what ever works for you but the marking seams way is the best for efficiency