NEW in 4.3! Minimum Stretch UV Unwrapping.

แชร์
ฝัง
  • เผยแพร่เมื่อ 21 พ.ย. 2024

ความคิดเห็น • 134

  • @ChrisMills-AmbientSpace
    @ChrisMills-AmbientSpace หลายเดือนก่อน +74

    I love how you inform us about what is coming - AND - how Blender functions both in context of history and usability. Thank you!

    • @dunravin
      @dunravin หลายเดือนก่อน +4

      Agreed. Christopher really gets into the technical nitty gritty. Invaluable educator.

  • @zedglos4883
    @zedglos4883 หลายเดือนก่อน +39

    The old UVs in example 2 look like they're flipping me off, and that just feels so accurate lol

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน +6

      Yeah, ha, I didn't want to mention it...

  • @smortonmedia
    @smortonmedia หลายเดือนก่อน +15

    Wow I learned more about UV unwrapping in this tutorial than I ever have before, ever, period... lol

  • @krysidian
    @krysidian หลายเดือนก่อน +17

    That importance weights features is gonna be so useful! Will allow me to reduce the amound of UV sculpting I have to do as well. So glad this got implemented natively in time

    • @Candle_Jack90XX
      @Candle_Jack90XX 29 วันที่ผ่านมา

      Oh, yeah. It looks amazing, especially for faces, fingers, and toes. I can't wait to use this version of Blender.😍

  • @fadepanther6224
    @fadepanther6224 หลายเดือนก่อน +1

    I... I'm a child. When the hand was UV unwarpped the first time I spent a good few minutes laughing at the idea that the Algorithm for conform was making the middle finger of both sides of the hand the largest.
    I learned a lot from this, and honestly I'm a lot more excited for the 4.3 to come out now.

  • @TamerBayouq
    @TamerBayouq หลายเดือนก่อน +18

    So good. Looks like it will make UV unwrapping less painful.

  • @barchuk422
    @barchuk422 หลายเดือนก่อน +7

    the ear example is mindblowing
    i can finally do a horrible job creating uv seams

  • @shrigurnalkar
    @shrigurnalkar หลายเดือนก่อน +7

    WOW....This is the best update for the texturing

  • @LacklusterFilms
    @LacklusterFilms หลายเดือนก่อน +11

    You are by far my favorite blender TH-cam channel, thanks for the videos!

  • @therealmattbixler
    @therealmattbixler หลายเดือนก่อน +8

    I'm really inexperienced with UV mapping, but I've been eyeballing it for a while with an interest in eventually spending some time learning to some by-hand texture painting on meshes. That vertex weights method feels so naturalistic and so approachable for someone coming to this from a more traditional artist's perspective. This video might have actually gotten me the motivation I need to decide to sit down and learn this properly once 4.3's release drops.

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน +4

      I'm thinking of doing some specific UV mapping videos. Blender's UV mapping system is a bit archaic to learn unfortunately. So I might do some on it.

  • @rapido53
    @rapido53 หลายเดือนก่อน +3

    This guy is an expert, no doubt.

  • @Sanndman555
    @Sanndman555 หลายเดือนก่อน +1

    Thanks a lot for the video! One of the most common issues i have with Blender's UV system is the little distortion i get when using angle based unwrapping but now surely i will be only using minimal stretch unwrapping more often

  • @williamsideas
    @williamsideas หลายเดือนก่อน +3

    this is great!! How did I not know that this was even an option, to fix distortions and I would break up the UVs into more islands creating more seams. This will definitly help me.

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน +2

      Well, it was kind of buried in the release notes for 4.3. Apparently this feature development started back in 2.79, and was never completed, until now.

    • @NotSoMuchFrankly
      @NotSoMuchFrankly หลายเดือนก่อน +1

      @@christopher3d475 Hit it out of the park again. I love how your tutorials are kind of deep dives and yet to-the-point. Your clarity and pacing are unmatched. AND you look ahead at beta which is something I get burned trying to do b/c I learn nothing with trial and error. TQ!
      You, sir, are a gift!

  • @Buliwyf71
    @Buliwyf71 6 วันที่ผ่านมา

    Awesome, thanks for showing what's new and how it works. Great video, keep it up.

  • @Butterbilk
    @Butterbilk หลายเดือนก่อน +3

    Thanks for the breakdown Chris! This looks to be an excellent new unwrapper for organic shapes in particular. In the future, I’d suggest using the the “UV Stretch” overlay along with your checker to directly visualize how well each algorithm is handling angle/area stretching of the faces. I’ve always got that enabled when working with UVs. Cheers!

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน +2

      Ah that's a great tip. I didn't know about that option.

  • @FancyFun3433
    @FancyFun3433 23 วันที่ผ่านมา

    The amount of rich information that this video provides is outstanding 🙏🙏🙏

  • @theftking
    @theftking หลายเดือนก่อน +14

    Great video - I learned a lot about the different unwrapping algorithms. However, come Blender 4.3, why would one use anything other than minimal stretch?

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน +21

      Because each algorithm may work better or worse depending on a given mesh. LSCM and Angle work better with pinning verts and re-unwrapping to alter the original than this new minimal routine. So it's smart for them to keep all 3 for people to determine which may work best for their model or situation.

  • @Auzurialprints
    @Auzurialprints 29 วันที่ผ่านมา +1

    I love this development but its also good to remember for anyone who is newer to any kind of 3d software. That when dealing with uv's, while having a uniform unwrap can be so incredibly nice, you dont have to call it good there. Dedicating the resolution to areas of interest is extremely powerful.
    An example could be the ear. The inside of the canal may hardly ever be in shot of a camera. You can use the resolution of your uv on the more prominant parts that are going to be seen more often.
    What makes me excited about the minimum stretch is having a baseling to start with. I have always seen uv mapping like sewing. Just with the ability to stretch and still conform to my subject.

  • @ellopropello
    @ellopropello หลายเดือนก่อน +3

    funny how the unwrapped hand just gave you the middle finger :) thank you for your great videos

    • @NotSoMuchFrankly
      @NotSoMuchFrankly หลายเดือนก่อน

      It was giving *_US_* the middle finger.

  • @resonate9815
    @resonate9815 หลายเดือนก่อน +2

    YES!!!! I have been asking for this feature for a decade

  • @ChristophWerner
    @ChristophWerner หลายเดือนก่อน +3

    Another great explanation, Christopher. Thank you for this!

  • @venacava7897
    @venacava7897 หลายเดือนก่อน +2

    4:10 - didn't know a UV map could flip me off but it happened💀

  • @NorthstriderGaming
    @NorthstriderGaming หลายเดือนก่อน +1

    Thank you for this video. This was well done, has shown all options in comparison and it was professionally moderated.

  • @fabbrobbaf
    @fabbrobbaf หลายเดือนก่อน

    The Conformal-UV-unwrap of the hand made me laugh way too much. Anyway your videos are alway super interesting and the vertex group trick is magic!

  • @gordon7936
    @gordon7936 หลายเดือนก่อน +1

    I think first steps in this direction where made long time ago but nobody cared to actually take and implement it in blender. There're also so many great addons, really necessary to work on professional projects, that should have been merged with blender but nobody cares. I just hope this is as good as zbrush unwrapper as I had to always unwrap there. Great video.

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน

      The development for this new feature actually began back in 2.79, and was then shelved for a long time. But I agree, there are a lot of things I'd like the see happen with Blender's UV mapper, it's a bit too convoluted at times for my taste.

  • @ybenax
    @ybenax 25 วันที่ผ่านมา

    Your content is amazing. I'm glad I discovered this channel today; instantly subscribed. Keep going with the great job!

  • @PASHKULI
    @PASHKULI หลายเดือนก่อน +1

    Thank you for doing those tutorial videos, right to the point, spot on!

  • @virtualmind9341
    @virtualmind9341 หลายเดือนก่อน +1

    I'm still on 3.6 LTS and haven't really had any reason to upgrade until now.
    This looks really amazing.
    I may take the risk and hop off LTS to have this.

  • @Ruuubick
    @Ruuubick 26 วันที่ผ่านมา

    FYI for others, you can flip through those unwrapping modes in the contextual menu that pops up when using the function without having to unwrapping again 👍

  • @saad7260
    @saad7260 หลายเดือนก่อน

    you are the best christopher, we can't thank you enough for your hard work

  • @robm509
    @robm509 หลายเดือนก่อน

    I’ve been waiting for this feature in Blender for so many years!

  • @LeopoldBaranowska-q5d
    @LeopoldBaranowska-q5d หลายเดือนก่อน +1

    Great demo, I learnt alot! Thank you.

  • @Beryesa.
    @Beryesa. 16 วันที่ผ่านมา

    Loved the presentation style!

  • @nanayawbriefo
    @nanayawbriefo 29 วันที่ผ่านมา

    The old one literally feels like meh! I have a workaorund but this is one update I have been looking for, and it's finally here.

  • @superkaboose1066
    @superkaboose1066 หลายเดือนก่อน +1

    Welp, looks like I'm moving to 4.3 asap, that's massive! Too bad plugins can take a while to move over too, perfect showcase.

  • @Fessoid
    @Fessoid หลายเดือนก่อน +1

    Спасибо, познавательно. Всё больше хочу окунуться в мир 3d

  • @gabrielmoro3d
    @gabrielmoro3d 27 วันที่ผ่านมา

    This is fantastic progress!

  • @brandonhernandez1111
    @brandonhernandez1111 หลายเดือนก่อน +1

    Hell yeah, I’m excited for what’s coming

  • @arttilt
    @arttilt หลายเดือนก่อน +2

    Excellent update. Thank you for sharing.

  • @EternoAprendizBlender
    @EternoAprendizBlender หลายเดือนก่อน +1

    Its a great improvement ! Thanks for sharing !
    It would be nice to see a video of how the different UV smooth methods in subdivision modifier affect the UV

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน +1

      I didn't cover that option because the effect is small and I wanted to keep the video from being too long. But it's easy to see how the option affects the unwrap, easy to test.

  • @stoinercraft6389
    @stoinercraft6389 หลายเดือนก่อน +1

    this video is sooo good

  • @polybomb1978
    @polybomb1978 หลายเดือนก่อน

    I just learned about 30 things in this video. thank you so much!

  • @Coolae450
    @Coolae450 หลายเดือนก่อน +3

    Yay now godot and blender are on the same version

  • @artbyderby
    @artbyderby หลายเดือนก่อน

    thanks for the theory lesson my college never even fkn focused, i swear ive learned more on youtube

  • @josephbrandenburg4373
    @josephbrandenburg4373 หลายเดือนก่อน

    Hooray! New UV unwrapping tools!! 🎉🥳

  • @Flo18PSG
    @Flo18PSG หลายเดือนก่อน

    Man you have some great tutorials. And this one is one of them !
    Really well explained with some examples. Just perfect ! 👌👏
    Really cool trick for UV unwrapping 🔥

  • @jorgebernier5d
    @jorgebernier5d หลายเดือนก่อน

    This is excellent :O. I can't wait to start using it on my characters. Thanks for sharing. Great video.

  • @ShadeAKAhayate
    @ShadeAKAhayate หลายเดือนก่อน

    That last part is damn magic.

  • @FarukAhmet
    @FarukAhmet หลายเดือนก่อน

    I thank God every day that my job (usually) doesn't involve UV unwrapping 🙏🏻

  • @digitalmc
    @digitalmc หลายเดือนก่อน

    Thats awesome. I really want them to add more Loop Tools functions to UV tools though. Especially spacing vertices evenly along a curve without changing the curve shape. G-slide too. Stuff like that.

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน +1

      I was just opining for a distribute function in the UV mapper today.

  • @pierrerasamoela4761
    @pierrerasamoela4761 หลายเดือนก่อน

    mindblowing ! thank you so much!

  • @MrJdeffp007
    @MrJdeffp007 หลายเดือนก่อน +2

    thank you for your review of mapping UV options within blender. Projection techniques need also to adapt to tessellation when dealing with super high resolution or adaptive tessellation models. L.O>D. tessellation mapping needs tools that operate similar to a hull over top of complex irregular shapes. I find that more development is needed in learning to unwrap extremely complex shapes that are very tedious to overcome by hand. Any thoughts?

  • @AArmstrongC
    @AArmstrongC หลายเดือนก่อน

    This is greaaat! thanks Chris! :)

  • @andreheynes4646
    @andreheynes4646 หลายเดือนก่อน

    Excellent video as usual, and done at a great pace for beginners like me

  • @Ss1-u9n
    @Ss1-u9n หลายเดือนก่อน

    That was very useful and awsome, thank you so much!!!

  • @andersonleonel2237
    @andersonleonel2237 หลายเดือนก่อน

    So useful man, thaks a lot! One of the best tools....

  • @apathypeace
    @apathypeace หลายเดือนก่อน

    impressive, cant wait to test some projects for myself

  • @CrazyPlanetSick
    @CrazyPlanetSick หลายเดือนก่อน

    Great tutorial! Thanks!

  • @kenziemac130
    @kenziemac130 หลายเดือนก่อน +1

    This solves sooo much pain

  • @VortexArtLab
    @VortexArtLab หลายเดือนก่อน +3

    Wow! Amazing! A very necessary thing, thanks for the explanation. Is there any reason at all for the conformal method to remain in future versions of the program, given its obvious shortcomings?

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน +5

      I think it's smart to keep each algorithm. They each behave in sort of unique ways with any given data set. There are some situations I found where Conformal and Angle Based produced better results than Minimum Stretch. One scenario where this is the case has to do with pinning points, this new algorithm doesn't seem to work as well with pinning. So options are good to have in this case.

    • @Ayu96
      @Ayu96 หลายเดือนก่อน +2

      it works really well (better than angle based) for cube-like objects or hard surface in general, in my experience

  • @taids
    @taids หลายเดือนก่อน +1

    Excellent, thank you

  • @LudaneRua
    @LudaneRua หลายเดือนก่อน

    these are amazing news!, UV unwrapping is such a pain xd

  • @YounesSS-p8v
    @YounesSS-p8v หลายเดือนก่อน +1

    this is big !! do you have any information about when simulations going to be improved ?

  • @zeeyannosse
    @zeeyannosse หลายเดือนก่อน

    Thank you very much !

  • @FacundoComix
    @FacundoComix หลายเดือนก่อน

    Great video, thanks!

  • @silvaright
    @silvaright 16 วันที่ผ่านมา

    Super helpful!

  • @KaranKumar-v6t2z
    @KaranKumar-v6t2z หลายเดือนก่อน

    Nice update thank you for the information. Does 4.2 has importance weights ?

  • @JesseJuup
    @JesseJuup หลายเดือนก่อน

    Great video! Thank you very much.

  • @nikko3d
    @nikko3d หลายเดือนก่อน +1

    great!, thanks

  • @felipecouto9726
    @felipecouto9726 หลายเดือนก่อน

    Wow.
    Excellent video!!

  • @proudsnail1417
    @proudsnail1417 หลายเดือนก่อน +1

    I need this!

  • @luispompa827
    @luispompa827 หลายเดือนก่อน +1

    Great

  • @Lucidus_V
    @Lucidus_V หลายเดือนก่อน

    Wow, that is huge!

  • @camerbot
    @camerbot หลายเดือนก่อน

    wow i didnt know that this actually shipped in blender after being stuck for so many years!

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน

      Its development started back in 2.79 apparently, and then it got mothballed only to be resurrected for 4.3.

  • @pragashtrincomalee934
    @pragashtrincomalee934 หลายเดือนก่อน +1

    useful thank you

  • @h-unte-r_
    @h-unte-r_ หลายเดือนก่อน

    wow thanks for explain😀👍👍👍 that what we need. 💥

  • @blamejane
    @blamejane 15 วันที่ผ่านมา

    Just subscribed, new blender user here (formerly modo) awesome tutorial. Wanted to ask if you could share the chess scene or possibly your wood material. Best I've seen!!

    • @christopher3d475
      @christopher3d475  13 วันที่ผ่านมา

      Yes, I've also been a past Modo user. Yeah, I could share it if you want. Just let me know where to send it.

  • @GaryAus
    @GaryAus หลายเดือนก่อน

    This should be the default next time, would be awesome 👍

  • @Optimus97
    @Optimus97 หลายเดือนก่อน

    Can you take a look at 4.3's new volume scattering phase functions? When you have the time, of course.

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน

      I did a quick look at them, at first glance they seemed kind of esoteric in terms of the difference each one made.

  • @hectorbacchus
    @hectorbacchus หลายเดือนก่อน

    Nice video. 👍

  • @Agent_6039
    @Agent_6039 21 วันที่ผ่านมา

    Great video! Was wondering if you accept requests to cover topics, If yes could you please make one on the data transfer modifier going in depth ? Your other videos using it were very useful as introductions.

  • @C-CW
    @C-CW หลายเดือนก่อน

    It's like "Holy shit...." at the end

  • @CinemaAnimation1402
    @CinemaAnimation1402 หลายเดือนก่อน

    ممنون، خیلی خوبه : )

  • @sylwesterwielanek
    @sylwesterwielanek 16 วันที่ผ่านมา

    AMAZING

  • @Jonah_Anthony
    @Jonah_Anthony หลายเดือนก่อน +4

    The result at 4:10 made me laugh my ass off

  • @la_tua_amica_libertaria
    @la_tua_amica_libertaria 27 วันที่ผ่านมา

    Off topic: I saw your comment under another video about Retopoflow, where you mentioned an algorithm which subdivides trianlges into triangles, which makes a lot of sense. I wonder if you could maybe make a video in the future about this topic? If I ask myself why I avoid triangles, one of the reason is because they would subdivide into quads and screw up the topology. If they would subdivide into triangles, it would remove at least one reason why we fear triangles in our topology. Why is nobody talking about it? I think this topic should be more popular.

    • @christopher3d475
      @christopher3d475  27 วันที่ผ่านมา

      I'll take a look at doing some examples.

    • @christopher3d475
      @christopher3d475  27 วันที่ผ่านมา +1

      Here's a quick example I just did. You can see in the top image, the topology of the subdivided geometry flows better. The cage triangles are subdivided into triangles that are otherwise integrated into a standard quad-based subdivision. The bottom is standard Catmull-Clark and it creates a kind of nasty pole in the middle of the subdivision. drive.google.com/file/d/18MOlGcPbhbpQCbRJRJg4jxEtPKoDj94X/view?usp=sharing

  • @criminalbotanist
    @criminalbotanist หลายเดือนก่อน

    Yeahh this is what i like. Is this the superior go-to method for curved surfaces now? Does it have any downsides?

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน

      It doesn't always work as well with pinned points as the other method I've found.

  • @s.fartash4244
    @s.fartash4244 18 วันที่ผ่านมา

    >_ That was amazing ..

  • @tiranito3715
    @tiranito3715 2 วันที่ผ่านมา

    yes cool how do I get the old one again? or rather, what option is the equivalent of the old "unwrap" button?

  • @BrentonWoods774
    @BrentonWoods774 หลายเดือนก่อน

    I'm still waiting for an AI that will do this step for me, flawlessly :D

  • @Inwardcrowd2210
    @Inwardcrowd2210 หลายเดือนก่อน

    is there a way to add this for the 4.2 ? T -T

  • @NilsLeideck
    @NilsLeideck หลายเดือนก่อน

    Why do I then need the older UV methods anymore?

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน

      Because sometimes Conformal or Angle Based might still work better. It's smart to leave those other methods in place.

  • @GAMERRAZUMNO
    @GAMERRAZUMNO หลายเดือนก่อน

    The real question is - is this new method works better than RizomUV one or worse?

    • @bodstor
      @bodstor หลายเดือนก่อน

      I think not. Because this method was made by the developer of the addon UVPackmaster, and RizomUV is a separate program made by more than one or two people

  • @aegisgfx
    @aegisgfx หลายเดือนก่อน

    Can anyone tell me why we are not using AI for things like UV mapping and retopo???

  • @sergioajbs1840
    @sergioajbs1840 หลายเดือนก่อน

    holy, is this already out?

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน

      4.3 is supposed to be released next month, so about a month away.

    • @sergioajbs1840
      @sergioajbs1840 หลายเดือนก่อน

      @@christopher3d475 great

  • @marsmotion
    @marsmotion หลายเดือนก่อน

    Why isn't it in 4.2 lts

    • @sebbosebbo9794
      @sebbosebbo9794 หลายเดือนก่อน

      its in 4.3. BETA ....
      so its now ready & open for testing ...

  • @foncon9642
    @foncon9642 หลายเดือนก่อน

    damn, I just unwrapped every bone of a skeleton RIP

  • @FlickerJab
    @FlickerJab หลายเดือนก่อน

    Maya and 3Ds Max, count your days!! 😂😂

  • @lucdina5118
    @lucdina5118 หลายเดือนก่อน

    Why didn’t they keep the best part and depreciate the old one

    • @christopher3d475
      @christopher3d475  หลายเดือนก่อน +1

      Because the other unwrapping routines still might work better for some objects. It's best to leave them there as options.

    • @lucdina5118
      @lucdina5118 หลายเดือนก่อน

      @@christopher3d475 thanks for your reply 😊

  • @BoboTheImp
    @BoboTheImp หลายเดือนก่อน

    4:11
    Well I never