from maaaany tutorials i watched this one is the best. Most of videos that i checked only tells basics with a cube instead of showing more complex shapes
Great video, love the early part with the animated example for the cube and cylinder, really nice editing skills and you used Blender perfectly to show that. It is always amazing when I find small content creator that make better videos then large channels! Congrats Arijan!
So.... you're telling me that.... if I had a huge castle built... I'd have to split every single shape apart and add a seam then UV unwrap them b4 I could texture? And at the end you say "put them back in place". HOW? How did you do that? Seems if you have a model that has hundreds of parts this unwrapping business would take a week to figure out where to cut and get it all done. This video just depressed me big time!
@@ArijanRace ok, maybe thar would do most of it ok the you can redo the really bad parts? I'm not at a level to really know what's best for various things. I'm still watching tutorials. Thx
Dont worry about whats best just try out different things. Yes smart uv unwrapping and then fixing any mishaps would work fine. Experiment @TruthSurge
Or you could select a loose part, ctrl+I, to invert the selection, and tap H to hide everything. This may be a little late for the op, but future viewers may find this helpful.
so what does marking seams really do? I saw you select the edges not visible so the marking seams wouldn't be seen, but I'm having difficulty knowing which edges to select.
Please put a margin between your UV Islands. If they are squished up against each other like this, you will get bleeding from one island into the next. You need a margin, I use 0.03 generally. This puts space between all the islands so that you do not get texture bleeding.
But in case that if I have continuous set of faces on my flat surface which is v shaped do I have to plce a seam in my faces minimum one time to fix and straighten that out or any other system??Plz guide me if you can?
how do you continue after you successfully unwrapped your model? like, how do you get it textured, especially pbr textured with multiple different types of maps and then also with having lots of small areas then in the uv map?
I would like to ask for help, I made a 3d model of a fish in fusion and a mold for that fish, it took me 3 months to learn, now I want to add details to that 3d model of a fish such as fish scales and other things, I realized that I will have to use blender and I've never used it, I'm trying to extract fish scale from the picture and put it on my model, this is the 15th tutorial video I'm watching and I don't know what to do, I've watched depthmap, normal map, displacement map, uv map, low poly and I'm confused after everything, I don't know where to start, I would put the stl file of 3d fish in blender and use the image to extract the fish scale, which tutorial do I need to learn, is it a displacement map or something else? Thank you in advance
is there any way to make the cube seamless? if I put a wood texture on 2 of the faces will always go the oposite dirrection and not work what so ever :/
What are flipped Uvs? I am not able to overcome them. No matter how many times i flipped them in blender, it is still showing flipped. I am using zenUv addon for checking. I have to submit the model. When i flip the flipped UVs some other UVs get flipped. Kindly guide me.
Check your faces and filp them manually then unwrap it blender have in built tool for highlighting flipped faces and tool for filp the face just search how to fix flipped face in blender
The smartest way is to put the seams in a place where they aren't viable. There are probably some blending options but they probably won't work perfectly.
Before you unwrap make sure to press Ctrl + A and select scale, this will resize each part of the mesh to 1 which allows you to unwrap properly. If this helped: 👇
probably the best UV tutorial out there for 11min video, thanks you.
This is like the best and clearest tutorial I've watched about UV Unwrapping. Thanks
from maaaany tutorials i watched this one is the best. Most of videos that i checked only tells basics with a cube instead of showing more complex shapes
man i was stuck in this shit, but this video made me see it as clear as the light.
You are by far one of the best presenters thank you ;)
Great video, love the early part with the animated example for the cube and cylinder, really nice editing skills and you used Blender perfectly to show that. It is always amazing when I find small content creator that make better videos then large channels! Congrats Arijan!
So.... you're telling me that.... if I had a huge castle built... I'd have to split every single shape apart and add a seam then UV unwrap them b4 I could texture? And at the end you say "put them back in place". HOW? How did you do that? Seems if you have a model that has hundreds of parts this unwrapping business would take a week to figure out where to cut and get it all done. This video just depressed me big time!
You can also just select everything in edit mode, press U, then click "smart UV project". It won't be as good but it will be much faster
@@ArijanRace ok, maybe thar would do most of it ok the you can redo the really bad parts? I'm not at a level to really know what's best for various things. I'm still watching tutorials. Thx
Dont worry about whats best just try out different things. Yes smart uv unwrapping and then fixing any mishaps would work fine. Experiment @TruthSurge
This is not a very efficient way to unwraps, specially with complex hard surface shapes
Or you could select a loose part, ctrl+I, to invert the selection, and tap H to hide everything. This may be a little late for the op, but future viewers may find this helpful.
so what does marking seams really do? I saw you select the edges not visible so the marking seams wouldn't be seen, but I'm having difficulty knowing which edges to select.
I really appreciate the efforts Sir. Thank you for this beginners guide
Thank you so much for the vid... i was struggling with cylinder uv and streching now i think im good
That was so much easier than everyone else made it seem
*Than everyone made it seam* You're welcome :p lol
Please put a margin between your UV Islands. If they are squished up against each other like this, you will get bleeding from one island into the next. You need a margin, I use 0.03 generally. This puts space between all the islands so that you do not get texture bleeding.
Yea, uha, wow I know everything now, just doing that and that done, ok, what a explanation
these animations are next level
yo could you do a tutorial on a btr 80 or something??
Brilliant workflow. TYSM!
It helped a lot to me, thank you so much!
thank for making this video, it is useful and so easy to understand 👍
It's a really helpful video, thanks. But I have noticed some N-gons. If you avoid n-gons, wouldn't your uv mapping be easier?
c'était vraiment excellent. merci.
And how do you solve the problem created with this method? UVs overlapping?
This saved me thank you so much
But in case that if I have continuous set of faces on my flat surface which is v shaped do I have to plce a seam in my faces minimum one time to fix and straighten that out or any other system??Plz guide me if you can?
Why you'r channel hasn't playlist????!?!?
brilliant stuff subbed and liked.
how do you continue after you successfully unwrapped your model? like, how do you get it textured, especially pbr textured with multiple different types of maps and then also with having lots of small areas then in the uv map?
did you figure this out
One way would be with color ID maps
I love your vids, keep going
Very good but I dont know how well it would work with a sphere
I would like to ask for help, I made a 3d model of a fish in fusion and a mold for that fish, it took me 3 months to learn, now I want to add details to that 3d model of a fish such as fish scales and other things, I realized that I will have to use blender and I've never used it, I'm trying to extract fish scale from the picture and put it on my model, this is the 15th tutorial video I'm watching and I don't know what to do, I've watched depthmap, normal map, displacement map, uv map, low poly and I'm confused after everything, I don't know where to start, I would put the stl file of 3d fish in blender and use the image to extract the fish scale, which tutorial do I need to learn, is it a displacement map or something else? Thank you in advance
is there any way to make the cube seamless? if I put a wood texture on 2 of the faces will always go the oposite dirrection and not work what so ever :/
VERY HELPFUL ....
Amazing ❤😊
good stuff
Really helpful thank you.
How did you move them to the top and back to it's place at the end so accurately?
G -> Z -> 1, after G > Z > -1. Moves up and down one unit
Great Tutorial.
If we use procegural textures still need to 7v unwrapping?
no, that's why they're called procedural. You can change them anytime, you get the full control.
nice
What are flipped Uvs? I am not able to overcome them. No matter how many times i flipped them in blender, it is still showing flipped. I am using zenUv addon for checking. I have to submit the model. When i flip the flipped UVs some other UVs get flipped. Kindly guide me.
Check your faces and filp them manually then unwrap it blender have in built tool for highlighting flipped faces and tool for filp the face just search how to fix flipped face in blender
I love you, thanks for the help
Is there a way you can make the seams less noticeable? maybe even hide them altogether
The smartest way is to put the seams in a place where they aren't viable. There are probably some blending options but they probably won't work perfectly.
@@ArijanRace Oh damn thanks for the tip though
ho man this good / love it
Best
So basically right click and Upwrap anything that doesn't look right
bro how tf do i unwrap the portal gun
👍👍👍
Before you unwrap make sure to press Ctrl + A and select scale, this will resize each part of the mesh to 1 which allows you to unwrap properly.
If this helped:
👇
Thanks ;).
I absolutely hate UV unwrapping things in blender.
Omfg fr
I would have watched, if yoi didn’t chose weapons as models.
How are moving objects back to their place?