How could I NOT click on this video? 😅 Sucking at stuff and enjoying it is my sweet spot in production, so not sucking at something is helpful. Excellent video.
I've used this exact process for the last 6 years and it's yet to fail me! Also to add to why straightening UV islands is important. When edges not perfectly cardinal they can create jagged edges lines of pixels at the border. Think about it like your islands going with the grain of your texture. 10 pixels in a straight line will make a smooth line, while a 10 pixel line at a 45 degree angle will be very jagged. (Edit: I just saw mentioned this later on. Shouldn never have doubted you ;))
I enjoy working with UVs now that I've gained some experience, and having Zen UV and UV Pack Master 3 as my go-to addons for UV unwrapping makes the process incredibly smooth and painless.
Thanks for the tutorial, it's so nice to see methods actually used in production. I think have a minor correction though, at 3:00 I think you mean 'if angles are acute enough meaning 90 degrees or less' because the more obtuse the angle the more it approaches a flat surface
My sister just told me you sound like the all so kind Newt Scamander and now I can't unhear 😆Thank you for another great tutorial!! They are truly a pleasure to watch
You sir deserve a medal for this tutorial. I dreaded UV unwrapping and have 2 models pending to be UV unwrapped. I'll use your technique to work on them. Thank you!
I also lessen the pain of UVing by putting seams during modelling. This turns the UV fase more into a UV fixup fase. And it also helps that if i duplicate parts, they are already seamed and in a similar way.
Hey Pilgrim! I am one of the people who tend to have a hard time with UVs & this is a fantastic tutorial. I see that you have Hardops installed & I am curious when (and if) you utilize the Sharpen + Seam combo that can be enabled in the Hops helper tool for marking seams automatically. I would also love to see a follow-up video to how you would continue the baking & texturing process after this UV step is completed. Thanks!
Hey! I am so glad you found it helpful!! I actually didn't know that existed so i'll take a look at that, thank you! I do have something planned for a tutorial like that so stay tuned. Again, thank you for the kind words and encouragements!
I have always hated UV unwrapping, and have mostly done pretty stylized stuff in Blender to avoid unwrapping as much as possible. But lately, i have started to get a better hang of it, and even having a bit of fun doing it?! This video came out at the perfect time for me, I'm actually excited to try some of the things I learned in this video!
set seams while modeling (set it to a quick hotkey, i have it on my extra mouse buttons), this smears out the task, and gets rid of the bad feeling that you still need to UV, just as you thought you were done modeling. Then it just needs a little check over and fix up and you can unwrap quickly...
Btw, did you know that instead of using a hard edge, you can use a bevel with hardened normals? Performance-wise, in terms of game rendering, they have the same cost. Since hard edges also split the vertices, and the extra faces in between don't add extra surface area. But it will look miles more realistic, since no surface in the real world has sharp edges. Since I discovered this technique, I've never used sharp edges since... and it's a subtle but very significant improvement to the realism of stuff that I made. And I'm looking forward to the improved bevel modifier that will come to blender this year, to improve the process of setting them up even more.
@@Lanthiren few vids about it: - Stream Clips: Face Weighted Normals - Weighted Normal | Blender 2.8x Tutorial But nowadays just use a bevel modifier and turn on the checkmark for "Harden Normals" before blender 4.1 you also need to turn on the "Auto Smooth" checkmark and set the shading to smooth in the mesh.
Tip to speed up the workflow significantly: select one edge that has 90° or similar, hit Shift + G (select similar) and chose face angle. You can play with the threshold to select more or less. That way, you already have all the hard edges selected. Saves a ton of time, especially for parts like 3:30. Enjoy :)
For the faces, you can just select your faces and then use ZenUV Alt+U mark in Face mode to add seams in the edges. I personally think it's faster, but I can understand if you like the way you do in the video more. Some times is not about how fast you make something, but the journey to get to the result x)
This is really fantastic, so simple but so many nice little tips. How far do you reckon you could get through this process with just the standard blender setup? I see theres a few UV based add ons in your workflow.
@@ArtOfPilgrim excellent, gonna give this method a go. When I was starting out, someone told me not to seam too much and I maybe took that a bit too literally, so my models always end up looking a bit wonky. Gonna re-evaluate and use this method instead. Thanks for replying!
Hello, thank you for this great tutorial. I'd like to ask you should we always triangulate our meshes? or quads and ngons are okay? Can you explain this please, I would be really appreciated.
I'm not a beginner by any means here, I know how to UV pretty well for game assets but, I think It would help a lot if you would provide that wrench model's download link under the description for beginners to follow along Thomas! When I started with UVs it was incredibly hard for me to grasp the fundamental understanding of how paperwrap's analogy applies to 3D modeling when Unwrapping. I think beginners should start unwrapping basic cylinders, cubes, extruded cubes and cones beveled cylinders, etc. Then follow along with this video. it would give them a clear understanding of how UVs work!
Absolute hero. Always appreciate your tutorials. I wonder why you didn't just automirror some of the objects when you unwrapped them? Would have been an even faster workflow.
Good question, because it wasn't overly complex and an first person weapon/tool in rust I didn't need to! If it was way more complex then I probably would have done
Hm, so every hard edge needs a split regardless of it actually needs it for correct straightening out? I remember hearing a while ago that it is actually _bad_ if your model has many UV cuts, and you should try to have as few islands as you can get away with instead, is that not a case anymore?
awesome video. for some reason i thought it was just impossible to get a solid uv after a model was triangulated lmao i’m brain dead. thanks for makin this
Thanks for the video. Question though, what's the plugin you use for loading the "4096x4096" map when you press Q? The Zen UV checker plugin sucks ass for loading that Blender default texture map for me.
@@ArtOfPilgrim not the bevel shader - applied bevel modifier to the unwrapped mesh. My workflow is: 1.modeling(+bevels/triangulate/weighted normals) 2.UV unwrapping 3. Export to Substance painter with applied all modifiers - when you use UVpackmaster for uv's, addon keeps seams with applied modifiers. But, my point is, can you make video about bevels on a models and Your's approach to unwrapping them :)
@@ArtOfPilgrim I personally place hard edges while modelling, so the object looks the way I want it to look and if all hard edges need a seam I can select all hard edges by type and apply the seam then
@@blanketparty5259 it cannot keep related islands close together and not bug out at the same time, last time i tried. but maybe that feature was added later on idk
Buddy are you sick or is your kid sleeping next to you and you don't want to wake him/her up? Becasue your voice is so delicate almost like you're afraid to speak at all. I don't mean to be mean. You're doing a great job for the community. All the best.
hey s.. i couldnt get the permission to chat so i left the server and now i cant join back in.. Can you please invite me back : ). the link always says it expired
17:06 "every *HARD* edge needs a seam but not every seam needs a hard edge" - correction to the missing word 😅🙏
_a, ctrl e, mark seam_
Sorry what was that?
How could I NOT click on this video? 😅
Sucking at stuff and enjoying it is my sweet spot in production, so not sucking at something is helpful. Excellent video.
Bob Ross of UV unwrapping.
I was literally about to comment the same thing
Same lol
true omg
I'd place his videos as ASMR worthy.
Bro this is both extremely educative, and extremely relaxing. Never ever stop making these.
I've used this exact process for the last 6 years and it's yet to fail me!
Also to add to why straightening UV islands is important. When edges not perfectly cardinal they can create jagged edges lines of pixels at the border. Think about it like your islands going with the grain of your texture. 10 pixels in a straight line will make a smooth line, while a 10 pixel line at a 45 degree angle will be very jagged. (Edit: I just saw mentioned this later on. Shouldn never have doubted you ;))
haha! yep sometimes it's unavoidable but we can try to mitigate it as best as possible
You sound like a national geographic narrator but for game art. I love it, and thank you!
I enjoy working with UVs now that I've gained some experience, and having Zen UV and UV Pack Master 3 as my go-to addons for UV unwrapping makes the process incredibly smooth and painless.
Thanks for the tutorial, it's so nice to see methods actually used in production. I think have a minor correction though, at 3:00 I think you mean 'if angles are acute enough meaning 90 degrees or less' because the more obtuse the angle the more it approaches a flat surface
DOH! I do! Sorry about that and thanks for the correction 🙏
yep you earned that subscription. I have always hated UV unwrapping and you have enlightened me. Good stuff!
My sister just told me you sound like the all so kind Newt Scamander and now I can't unhear 😆Thank you for another great tutorial!! They are truly a pleasure to watch
smart UV-project and procedural texturing my beloved
Bro where can I find photos or textures from WorkBench 3 PLSSSSSS
Bro where can I find photos or textures from WorkBench 3
Thank you for this video. Now I finally have UVPackmaster and use your techniques makes uv mapping in Blender much easier.
You sir deserve a medal for this tutorial. I dreaded UV unwrapping and have 2 models pending to be UV unwrapped. I'll use your technique to work on them. Thank you!
I also lessen the pain of UVing by putting seams during modelling. This turns the UV fase more into a UV fixup fase. And it also helps that if i duplicate parts, they are already seamed and in a similar way.
Hey Pilgrim! I am one of the people who tend to have a hard time with UVs & this is a fantastic tutorial. I see that you have Hardops installed & I am curious when (and if) you utilize the Sharpen + Seam combo that can be enabled in the Hops helper tool for marking seams automatically. I would also love to see a follow-up video to how you would continue the baking & texturing process after this UV step is completed. Thanks!
Hey! I am so glad you found it helpful!! I actually didn't know that existed so i'll take a look at that, thank you! I do have something planned for a tutorial like that so stay tuned.
Again, thank you for the kind words and encouragements!
Won’t you get shading issues with topology like that?
I have always hated UV unwrapping, and have mostly done pretty stylized stuff in Blender to avoid unwrapping as much as possible.
But lately, i have started to get a better hang of it, and even having a bit of fun doing it?!
This video came out at the perfect time for me, I'm actually excited to try some of the things I learned in this video!
Im a kind of lazy , i just make a model
go to UV tab > Smart UV project > scale to bounds
DONE!
set seams while modeling (set it to a quick hotkey, i have it on my extra mouse buttons), this smears out the task, and gets rid of the bad feeling that you still need to UV, just as you thought you were done modeling. Then it just needs a little check over and fix up and you can unwrap quickly...
Btw, did you know that instead of using a hard edge, you can use a bevel with hardened normals? Performance-wise, in terms of game rendering, they have the same cost. Since hard edges also split the vertices, and the extra faces in between don't add extra surface area.
But it will look miles more realistic, since no surface in the real world has sharp edges.
Since I discovered this technique, I've never used sharp edges since... and it's a subtle but very significant improvement to the realism of stuff that I made. And I'm looking forward to the improved bevel modifier that will come to blender this year, to improve the process of setting them up even more.
do you know any video tutorials for that for a newbie?
@@Lanthiren few vids about it:
- Stream Clips: Face Weighted Normals
- Weighted Normal | Blender 2.8x Tutorial
But nowadays just use a bevel modifier and turn on the checkmark for "Harden Normals"
before blender 4.1 you also need to turn on the "Auto Smooth" checkmark and set the shading to smooth in the mesh.
Tip to speed up the workflow significantly: select one edge that has 90° or similar, hit Shift + G (select similar) and chose face angle. You can play with the threshold to select more or less. That way, you already have all the hard edges selected. Saves a ton of time, especially for parts like 3:30. Enjoy :)
For the faces, you can just select your faces and then use ZenUV Alt+U mark in Face mode to add seams in the edges. I personally think it's faster, but I can understand if you like the way you do in the video more. Some times is not about how fast you make something, but the journey to get to the result x)
This is really fantastic, so simple but so many nice little tips.
How far do you reckon you could get through this process with just the standard blender setup? I see theres a few UV based add ons in your workflow.
Thank you my dude 🙌
All the way, it might take a little longer but 90% of the work is done via default blender tools!
@@ArtOfPilgrim excellent, gonna give this method a go. When I was starting out, someone told me not to seam too much and I maybe took that a bit too literally, so my models always end up looking a bit wonky.
Gonna re-evaluate and use this method instead. Thanks for replying!
Nice video mate. I normally change the method of Pick shortest path to "Seam" instead of "select"
If you use C instead of box selection and then shift with click-drag, you can remove those selected edges *way* quicker. Hope that helps!
wow. how did you make choose theme in blender? i really like yours, could you please guide me how to do it
It's gruvbox! github.com/SylEleuth/blender-gruvbox
i just finished the video. and im pretty happy with that!
Hello, thank you for this great tutorial. I'd like to ask you should we always triangulate our meshes? or quads and ngons are okay? Can you explain this please, I would be really appreciated.
After you UV and before bake! so that you dont get any issues when in the game engine of your choice!
@@ArtOfPilgrim Thank you!
I'm not a beginner by any means here, I know how to UV pretty well for game assets but, I think It would help a lot if you would provide that wrench model's download link under the description for beginners to follow along Thomas! When I started with UVs it was incredibly hard for me to grasp the fundamental understanding of how paperwrap's analogy applies to 3D modeling when Unwrapping. I think beginners should start unwrapping basic cylinders, cubes, extruded cubes and cones beveled cylinders, etc. Then follow along with this video. it would give them a clear understanding of how UVs work!
I can't provide the mesh because it's for rust
Absolute hero. Always appreciate your tutorials. I wonder why you didn't just automirror some of the objects when you unwrapped them? Would have been an even faster workflow.
Good question, because it wasn't overly complex and an first person weapon/tool in rust I didn't need to! If it was way more complex then I probably would have done
does this process change with an organic mesh? I have no idea where to start putting on seams when the mesh is a human head
Excellent.
thank you , can u help me where i can find sharp edges from uv islands ???
Hm, so every hard edge needs a split regardless of it actually needs it for correct straightening out? I remember hearing a while ago that it is actually _bad_ if your model has many UV cuts, and you should try to have as few islands as you can get away with instead, is that not a case anymore?
awesome video. for some reason i thought it was just impossible to get a solid uv after a model was triangulated lmao i’m brain dead. thanks for makin this
I just wanna say you have a very nice wrench
Is there a way to save the uv pack master setting permantaly?
If you are so diligent about seaming edges beyond a certain angle, why not first do a selection based on faces angle?
nice vid, i have no idea why i watched this bc i don't know anything about 3D modeling but it was probably very helpful
Thanks for the video. Question though, what's the plugin you use for loading the "4096x4096" map when you press Q? The Zen UV checker plugin sucks ass for loading that Blender default texture map for me.
Never mind, it's the UV Toolkit addon, in the UV editor "Checker Grid" and presets are enabled (4096x4096) is one of them... D'OH!
Hey, got question, can you make video about bevel modifier and UV's?
I've never used the bevel shader before
@@ArtOfPilgrim not the bevel shader - applied bevel modifier to the unwrapped mesh. My workflow is: 1.modeling(+bevels/triangulate/weighted normals) 2.UV unwrapping 3. Export to Substance painter with applied all modifiers - when you use UVpackmaster for uv's, addon keeps seams with applied modifiers. But, my point is, can you make video about bevels on a models and Your's approach to unwrapping them :)
for the UVs, you run stuff like ZEN UV or rizomUV outside of tutorials?
Why would he make a video explaining that, this is his workflow, if his workflow was in a totally different application.
@@Jofoyo it can be his blender friendly workflow. For the viewer that doesn't have those other paid software or addons
Where can we get the uvtoolkit? And is it usable on blender 4.0?
Are there any addons apart from the ones visible in the video that you're using? If it's not too big of a hassle to share? :D
thank for sharing such tutorial
your blender theme is hawt
Select border around faces.. OMG. Thank you for that..
May I ask which addon is Eazy Game Dev Tools ?
it's one i made!
Any reason you don't have any hard edges before doing UVs?
I'm not sure why I would when there aren't any seams in place
@@ArtOfPilgrim I personally place hard edges while modelling, so the object looks the way I want it to look and if all hard edges need a seam I can select all hard edges by type and apply the seam then
Fantastic tutorial ❤
Thank you for all your great videos, helps a lot.
What is that theme? Or are you just using a low blue light setting?
what theme is that? might it be gruvbox dark ?
Well I still hate it but at least I can do it properly now, thanks for the incredibly informative video!
What uv tools addon are you using?
Zen UV
Are you using some UV-related plugins here or is it just the standard toolkit Blender comes with by default?
The only paid Add on I see he uses is packmaster pro.
Is there a way to achieve this clean and dense looking UVMap for a character
Unintentional ASMR
I see, that makes sense. *uses project from view from front orthographic*
unwrapping is easy, but packing a ton of small islands in a way that makes sense and also keeping its texels to standard is daunting
Not with UVpackmaster
@@blanketparty5259 it cannot keep related islands close together and not bug out at the same time, last time i tried. but maybe that feature was added later on idk
How do you get such a high texel density?
plz upload full texturing tutorila
what I need is a "how to not suck at skinning" video.
Amazing
How I enjoy it: You know tetris? Yeah, UV is like that, except that the lines wont go off and you'll lose. But when you lose, you actually won.
My goodness this would take me 3days
uv editing such a pain because it doesn't have addon like Loop Tools
I enjoy it! hahahaha :D
or just click clear custom split normals
The first step is already too much for me. xD
Use "select mirror" my fren. dont do it again manually
why are u doing this ?? please upload new videos on a weekly basis, then jump to weekly 2 videos. love from India
Some people choose to suck, me? I'm not trying to. My mouth is sore.
UV unwrapping is only boring. In all my years of doing it, it's always been boring, and mindless.
Buddy are you sick or is your kid sleeping next to you and you don't want to wake him/her up? Becasue your voice is so delicate almost like you're afraid to speak at all. I don't mean to be mean. You're doing a great job for the community. All the best.
Nope just my normal voice 👍
How to not suck at uv unwrapping:
Step 1: Get addons.
Step 2: Get even more addons.
: /
Answer to video title is - dont use Blender. UV toolset is so bad that u have a feeling its non existant.
hey s.. i couldnt get the permission to chat so i left the server and now i cant join back in.. Can you please invite me back : ). the link always says it expired
Bro where can I find photos or textures from WorkBench 3
Bro where can I find photos or textures from WorkBench 3
Bro where can I find photos or textures from WorkBench 3