As I've tried to learn Rizom UV from tutorials, I've found them to be super long and complex. This tutorial was short and straight to the point with very valuable tips and tools. Just what I needed. Your tutorials are the best. Thanks Raphael!
It’s incredible. I used to only use it for complex stuff but since the C4D bridge came out I use it pretty much exclusively now. The way you just press a button and it opens your model, then you just hit save and sends it straight back to c4d makes it feel seamless👌
Yes, exactly my thoughts. I was using C4D for the longest time. Before they had updated their UV tools! And it was like night and day. An average complex UV model would take me 30min to 1h to unwrap. With Rizom I could to it in 5-10 minutes. And not only that. It was cleaner and much more flexible. Back then C4D had no way to average your UV islands to give them the same texel size. So it all had to be done manually. In Rizom it was just, as you said, one button press. Marvelous piece of software 🙌
Oh, super nice to hear that. I was not sure if people actually fond something interesting or could even learn from it. So I am stoked to hear that you learned a few new tricks from it 🙌
Thank you very much for caring 🙏 Yeah the last couple of Days were long with very little sleep. I am going to take you by the word and sleep in tomorrow 🙌 😴
hello hello, nice nuggets of knowledge scattered there haha, rizom is my go-to UV tool in my tool-📦, I have nothing to add other than using this makes the UV process fun (for me) even with bad topo (CAD stuff) just by using the automated tools, of course, you have to manually get in close and refine, I used to be scared of uvs before finding out about rizom, but yeah I should stop fanboying now 😂 wish you a great week ahead Raph 🌟
Hey hey 🤗 It's a joy seeing your comments every week. I always am looking forward seeing them. You are probably more experienced then I am in Rizom. I use it mostly the way I use it in the tut. There are a few other tricks I know but e.g. I never worked with UDIMs. But as you also say, it made the process fun and taught me that software and the UI plays a big factor in how fun your tasks can feel. A great Monday and fantastic week to you too! And thank you for the ✨📦✨ You are one of the only ones this time that caught it 😇
Hey Raphael! Thank you for that tutorial. I haven't use RizomUV yet but one thing caught my attention. Is there a reason for RizomUV to create a normal tag of the unwrapped object in cinema 4D? (On a second thought, maybe it is because the bridge uses *.obj format to convert this back and forth?) In my opinion, normal tags are bad. At least if you dont use converted CAD-Models. But i guess you can just delete the tag, since it does nothing to your unwrapped object, right? Anyway, keep on going with the tutorials. I really like them!
Hey Patzi, I think you hit the nail on it's head. The normal tag does not have any reason other then C4D giving it one if you have set your importer to do so (mine is set this way because I usually import CAD data) You can either simply delete it, or take the UV tag, and apply it to the original object (that should work as long no point order was changed... it works for me in most cases, but I always check if it really worked with a UV map right after) Deleting the Tag also works wonderfully. No harm done (unless, as you said, the data belongs to CAD files) I really appreciate that you enjoy the tutorials ✨🙌🙏 Cheers and a great beginning of the week to you!
@17:58 you're splitting the long mesh section into 3 separate UV islands, making them non-continuous. Does this have any repercussions later when texturing either procedurally or by hand in e.g. substance? I mean, will there be any visible edges on those borders?
Very good catch. Yeah it really depends on what you have in mind with the texturing afterwards. You are absolutely right that in many workflows it would not be a good idea doing this. I just wanted it to cover more of the UV space. When baking down 3D noise to 2D, you still get a continuous pattern through the islands. And in Substance, if you are not triplanar for the source of grunge / dirt textures it also would look off. In terms of painting / decaling with substance that should be fine if you are doing it in the 3D view then the strokes / decals should continue on to the right place on the UV island. (At least I think so, since I have not used Painter in a longer time) It really depends on what you opt for. Either continuous UVs with a lot of wasted space, or more hassle when texturing but better use of the provided pixels. Hope this answers your question.
Hm, very strange. I have always found it in all my Rizom UV Versions 😅 Sorry I can't help you here. It's probably best if you contact support for this ✨
UA-cam is rolling out a new layout. I think it's already area wide across the US. Here in Europe they are AB testing. This changes the layout in a way so that the comments are to the right and new Videos are suggested at the bottom. (I am talking desktop use in a browser) If you google "New UA-cam Layout 2024" then you will see what I am talking about 😇
hm... Cinema 4D has all those tools available too: cutting on selected edges, automatic unwrapping, straigtening, unfolding polygons to a regular grid, packing... The whole workflow looks the same but without leaving C4D.
True, C4D offers most of the tools talked about in the video. For me it's mostly about the subtle differences. There are a lot of areas where C4D just offers you one button where you can tweak settings in Rizom. A couple of examples are: Relaxation Iterations. Orientation settings while Packing. Averaging Texel Size on UV Islands. Boundaries between Islands. Also other features as: Welding UV Islands together tries to keep the layouts intact. Constraining sections to the Axis or just constraining them without axis which is a feature I use quite often. Also notice how when I rectangularize the meshes Rizom takes the proportions with the least stretch. C4D just straightens out the lines. One big Factor definitely also was that when I started using Rizom most of the tools were not present in C4D. I might be biased. While unwrapping in C4D from time to time I always have the better experience in Rizom. Luckily it's a free choice that everyone can make for themself 🙌
It great to see you using RizomUV!
Ohhh, of course I do. It made my UVing so much easier in so many situations 🙏🙌
Thank you for making such great software🙇
@@SilverwingVFX - Thank you! we're glad that it makes UV mapping a happier experience 🙂
your app is outstanding!
@@gv0zdysh0k - Thank you so much! That great to hear 😍
As I've tried to learn Rizom UV from tutorials, I've found them to be super long and complex. This tutorial was short and straight to the point with very valuable tips and tools. Just what I needed. Your tutorials are the best. Thanks Raphael!
Thank you for your great comment. I was a little bit afraid this video was too basic. Your comment therefore made my Day. Thank you for that 🤗🙌✨
It’s incredible. I used to only use it for complex stuff but since the C4D bridge came out I use it pretty much exclusively now. The way you just press a button and it opens your model, then you just hit save and sends it straight back to c4d makes it feel seamless👌
Yes, exactly my thoughts. I was using C4D for the longest time. Before they had updated their UV tools!
And it was like night and day. An average complex UV model would take me 30min to 1h to unwrap. With Rizom I could to it in 5-10 minutes. And not only that. It was cleaner and much more flexible. Back then C4D had no way to average your UV islands to give them the same texel size. So it all had to be done manually. In Rizom it was just, as you said, one button press. Marvelous piece of software 🙌
Thank you so much Raphael for producing another great tutorial. I picked up a few nifty tricks from it as well so very much appreciated!
Oh, super nice to hear that. I was not sure if people actually fond something interesting or could even learn from it. So I am stoked to hear that you learned a few new tricks from it 🙌
Raphael, it's almost 3 o'clock! take care of yourself! thank you for the video
Thank you very much for caring 🙏
Yeah the last couple of Days were long with very little sleep. I am going to take you by the word and sleep in tomorrow 🙌 😴
Definitely interested in some more in depth of Rizom, thanks Raphael!
Thank you very much for your comment. Note taken ✅
📦Great video as always! 📦
Ha super nice 🌟📦🌟
You are one of the few this time who watched until the Box 🙏🙏🙏
Much appreciated!
@@SilverwingVFX I really appreciate what you're doing for the 3d community. Thank you.
Great, yes please....more of RizomUV! :)
quick explained, like it! thank you 📦
Hey hey Yassin, great to hear that 🙌
Great tutorial!
Hey hey and thank you very much for your comment. Appreciate that you liked it 🙌
hello hello, nice nuggets of knowledge scattered there haha, rizom is my go-to UV tool in my tool-📦, I have nothing to add other than using this makes the UV process fun (for me) even with bad topo (CAD stuff) just by using the automated tools, of course, you have to manually get in close and refine, I used to be scared of uvs before finding out about rizom, but yeah I should stop fanboying now 😂
wish you a great week ahead Raph 🌟
Hey hey 🤗
It's a joy seeing your comments every week. I always am looking forward seeing them.
You are probably more experienced then I am in Rizom. I use it mostly the way I use it in the tut. There are a few other tricks I know but e.g. I never worked with UDIMs. But as you also say, it made the process fun and taught me that software and the UI plays a big factor in how fun your tasks can feel.
A great Monday and fantastic week to you too! And thank you for the ✨📦✨ You are one of the only ones this time that caught it 😇
Insane!
Thanks 😊
🙌🙌🙌
✨🙏✨
Hey Raphael! Thank you for that tutorial. I haven't use RizomUV yet but one thing caught my attention. Is there a reason for RizomUV to create a normal tag of the unwrapped object in cinema 4D? (On a second thought, maybe it is because the bridge uses *.obj format to convert this back and forth?) In my opinion, normal tags are bad. At least if you dont use converted CAD-Models. But i guess you can just delete the tag, since it does nothing to your unwrapped object, right? Anyway, keep on going with the tutorials. I really like them!
Hey Patzi,
I think you hit the nail on it's head. The normal tag does not have any reason other then C4D giving it one if you have set your importer to do so (mine is set this way because I usually import CAD data)
You can either simply delete it, or take the UV tag, and apply it to the original object (that should work as long no point order was changed... it works for me in most cases, but I always check if it really worked with a UV map right after)
Deleting the Tag also works wonderfully. No harm done (unless, as you said, the data belongs to CAD files)
I really appreciate that you enjoy the tutorials ✨🙌🙏
Cheers and a great beginning of the week to you!
❤️🔥❤️🔥❤️🔥
🙏✨🙏✨🙏
@17:58 you're splitting the long mesh section into 3 separate UV islands, making them non-continuous. Does this have any repercussions later when texturing either procedurally or by hand in e.g. substance? I mean, will there be any visible edges on those borders?
Very good catch.
Yeah it really depends on what you have in mind with the texturing afterwards. You are absolutely right that in many workflows it would not be a good idea doing this.
I just wanted it to cover more of the UV space. When baking down 3D noise to 2D, you still get a continuous pattern through the islands. And in Substance, if you are not triplanar for the source of grunge / dirt textures it also would look off. In terms of painting / decaling with substance that should be fine if you are doing it in the 3D view then the strokes / decals should continue on to the right place on the UV island. (At least I think so, since I have not used Painter in a longer time)
It really depends on what you opt for. Either continuous UVs with a lot of wasted space, or more hassle when texturing but better use of the provided pixels.
Hope this answers your question.
@@SilverwingVFX It does, thank you! :)
I cant find align straighten option anywhere
Hm, very strange. I have always found it in all my Rizom UV Versions 😅
Sorry I can't help you here. It's probably best if you contact support for this ✨
youtube version? What did he say now?
Is there a better youtube out there??
UA-cam is rolling out a new layout. I think it's already area wide across the US.
Here in Europe they are AB testing. This changes the layout in a way so that the comments are to the right and new Videos are suggested at the bottom. (I am talking desktop use in a browser)
If you google "New UA-cam Layout 2024" then you will see what I am talking about 😇
📦
Thank you very much Rayko 🙏🙌
✨📦✨
you look very scary if watching with out the audio
Ha ha ha. Let us be glad then, that we have the audio with it 😇 😅
hm... Cinema 4D has all those tools available too: cutting on selected edges, automatic unwrapping, straigtening, unfolding polygons to a regular grid, packing... The whole workflow looks the same but without leaving C4D.
True, C4D offers most of the tools talked about in the video. For me it's mostly about the subtle differences.
There are a lot of areas where C4D just offers you one button where you can tweak settings in Rizom.
A couple of examples are:
Relaxation Iterations.
Orientation settings while Packing.
Averaging Texel Size on UV Islands.
Boundaries between Islands.
Also other features as:
Welding UV Islands together tries to keep the layouts intact.
Constraining sections to the Axis or just constraining them without axis which is a feature I use quite often.
Also notice how when I rectangularize the meshes Rizom takes the proportions with the least stretch. C4D just straightens out the lines.
One big Factor definitely also was that when I started using Rizom most of the tools were not present in C4D. I might be biased. While unwrapping in C4D from time to time I always have the better experience in Rizom.
Luckily it's a free choice that everyone can make for themself 🙌