Hacking Unwrap: Time To Stop Being Afraid Of It | 3ds Max
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- Опубліковано 16 лип 2022
- Yo guys, in this video on @RenderRam channel, I'm gonna be showing a neat little hack on how you can easily transfer your Editable Poly edge selection to Seams in Unwrap, and do a much quicker Unwrapping than usual, hope you enjoy!
Excellent, learn new things, yr presentation is 👌🏼👌🏼, smile from 🇮🇳
Man, your IQ must be of 100000000000000000000000000000000000000000000000000. This is by far the B E S T UVnwrap tutorial I´ve seen through all Unwrap able programs in internet. Thanks!
Incredible how you manage to teach me something new in every single video, without fail. Thank you!
amazing as always! really clear to understand!
This is such an amazing tutorial. Thank you so much for this.
Thanks so much for this channel and for sharing your experience! Legend!
Great! Being doing this method for some time.. although in unwrap.. there is edge selection and convert to seam. This helps when using pelt mapping etc.. or interactive unwrapping. One thing that helps in selecting edges, to select hard edges from ribbon menu, convert selection to poly, hide unselected and chech if we get all the edges needed.. most of the time it works for soft furniture like sofas etc..
Wow, that's an answer to all my unwrap questions. Thank you very much !
Your content is so great, very valuable information both for an amateur or a pro user.
Amazing video as always
Very simple and direct to the point!
Finally I found a easy and clean unwarp tutorial in youtube!!!Thanks God! yr seams method really save me a lot of time!
great one as always!
Clever! I will try it for sure in my next unwrap :D
It’s very helpful to my workflow, and it’s a great sharing.
This is genuinely the best hack I have ever seen!!!
Unbelivable you are amazing bro, thank you so much, Keep it up👍👍
LMAO You figured out how I feel about unwrapping based on ur video title. I will not be afraid anymore because you will teach me not to. Thanks again.
If I could hug you, I would 🤣 thx mate that was great
it's so nice to see how others do things, I was doing in a similar way but using different methods
Super helpful video, thanks for sharing!
Nice tutorial, I never thought about doing the split out of the unwrap and since the selection for unwrap is not up to date (or as good as it is in Edit Poly/Editable Poly ) sounds like a good hack. I think the only advantage in terms of selection directly on the unwrap is the Symmetric selection.
One thing that can make your life easier for the align is the "Align to Edge" button. You select one edge and it will align the island to a 90° angle
Yeah I was gonna mention rotating UVs can be fast too! I like to use the free plugin TexTools for Max, it has a quick align button and you can hotkey it :)
Do you have any tips about symmetric selection for unwapping? I haven't tried that yet
Amazing tutorial. The best tutorial I've seen on unwrap. Clear and objective
Oh lala!! where was I sleeping! Thank you man you changed my life
Thank you for this tutorial. This method is so practical.
Thanks a lot for this great tip. At first it did not work pressing "reset peel".in max2023 I had to go into the "edit uvws" window and there at there at peel I had to change from unfold3d to lscm(legacy) . Then do the reset peel again.
Got the same issue, thanks for sharing
Nice one, very useful!
Man you ve just unplugged years of sorrow with unwrap haha thanks a lot
This trick is awesome!! Thanks
Such a cool idea, such a cool Guy!! Thank you.
Very interesting! Thanks)
Awesome tip!
Pure gold.
Never expected one day John Travolta would teach us CG software tricks
Jesus this made my day 😂😂😂😂
Super! I never thought that
U save my life. Thanks for this BIG TUTORIAL
thank you, this is very helpful
excellent bro
wow , really good trick!
Thank you so much !!!
been wrestling with uv unwrap for soooooo long.. and went through countless of hourson youtube... ...thanks for this..
Superb
Thank you very much 🥰
Yes unwrap is the one thing I hate about 3DS max. But this is so good. Thank u very much
omg this is so good i was really afriad to mark seems and it was really messy at some time to stich unwanted seems and sometime it just wont work ...but this is perfect, kinda lazy but not really ...i mean it works so why not and i dont mean lazy as in lazy uk i mean quick and efficent also the studios wont even bat an eye at this so its really good thanks
so cool, tanks
Nice one :)
Good job at "demystifying" Unwrapping, looks like there's nothing to be afraid of! Could you build upon this lesson and delve a bit into UDIMs?
Neat!
amezing Sr,thank u so much,👏🏾👏🏾👏🏾👏🏾👏🏾 i swtched to blender in my company they use blender unwraaping very easy and much faster compare to 3ds max,
This is genius 🎉🎉🙏🙏
I always weld using 0.01 for situations like this aha
That being said, this is a great trick! I absolutely hate unwrapping aha thank you!
I got this video recommended right after an entire day of unwrapping several detailed models manually ;-;
please make tutorial about material series ,how make fabric in furniture look realistic, velvet furniture and leather finish.. thank you
i love you man
Awesome trick. You mentioned it covers 80% of your unwrapping needs. So what are remaining 20? An extra video would be huge. Thanks!
Great
Very cool.
Autodesk needs to have an independent uv window like blender rather than requiring a modifier every time you want to adjust or even just SEE your uv clusters
Nice trick!, I have to admitt :-)
Wow, subscription!
heh working with 3ds Max for over 10y now and yes this was actually helpful
Never thought of that. Cleaver trick
AMAZING! FCK! 🤯
hahahaha awesome comment :D
Thats what I call a wrap! OHBOYyyyyyyy
That's gold, and i despise unwrapping, but Unreal it's so picky about that i have to deal with.
But out of curiosity, if i skip the manual rotation and jump straight to the autopack island, does align them or i'll end with perfectly packed with wrong map rotation islands?
Well sometimes it gets it right, sometimes it doesn’t, so I started rotating manualy just to be sure
Man that is an excellent tip, I can't believe I never thought of it! Thanks
My issue is whenever I shell a model and choose strip for the edge it never seems scale correctly when I unwrap. You think you can just scale it horizontally but the polys are spaced differently from the model, so you have parts that are stretched while others are squeezed, bugs the life out of me. Peel doesn't usually help due to needing to maintain straight line.
Yo James! Don’t think I follow your issue, can you clarify a bit more?
@@RenderRam in the shell modifier you have edge mapping options. I do my UVs before shelling but sometimes I need to target the edges, like on a plywood chair to get the wood grain or perforation on a box, so I choose ‘strip’ but when unwrapped the proportions get messed up which means I have to manually adjust, it’s a minor thing but a pain nonetheless.
@@RenderRam yes exactly that👍
@@mvfx If you go to 4:56 in the video, there I'm showing Pack Normalize feature that rescales all islands correctly depending on their size. But I've tried to see how UV looks after adding Shell and Strip, and indeed that "wood grain" part of UV island had an incorrect stretch... however doing Unwraping hack method from that point AGAIN did fix the issue... So I tried with relaxing methods, results vary between shapes, again there's a manual approach which you try to avoid. In general it's kinda hard to guess what the best solution is since I don't know how your final unwrap looks. If you want, you can send screenshots to renderram.cgi@gmail.com. But the thing that worked instantly was UnwrapPro plugin, where i just selected that wood grain UV island, clicked on Unwrap button inside of that plugin and it was nicely stretched and fixed. Unfortunately UnwrapPro is a bit pricey.
@@RenderRam amazing thanks for that.
👌👌👌👌👌👌👌👌👌👌
Well, when I split edges, they actually unweld, but that pretty much it. The object is still considered a single element. What I have to do is detach the islands into different elements.
this is no little hack this is a magor one. thank you.
Hmmmmmm why not just use the seam tool in the unwrap uvw modifier, does the same thing with out all that messing about and its even faster and none destructive
This technique should work with every single model? I've got a house model and im curious if this technique will work?
Why not use uvw cleaner, then add an unwrap and select your edge and split it and Quick peel it? Same result
Why just not use a break button in the unwrap modifier?
Hy in 3Ds Max 2023 there are problems with uvw unwrap there options are not working properly objects not getting properly relax they have added (unfold3D) it is way too much confusing they removed start relax option if you have figure it out plz. make a pacific tutorial on 3Ds Max 2023 Unwrap UVW
Your tuts is a real honey !!!! I love you !
But one question ! You have many hairs why cut them ??? Héhéhéé i want them !
SO real question ! Why we need to align numbers UVs on part of chair ? What's happened if they doesn't aligned ? Thank you !!
Thank you!
It’s all about organization and making sure the texture will be correctly displayed, for example if you have a texture that has some directional lighting, and if you don’t align/rotate uv islands, on some parts they will be normaly displayed and on some flipped. Also normal maps are sensitive to these orientations also, so it’s good to have a habbit of keeping things organized.
@@RenderRam Thank you very much I like to watch several technicians to make sure to learn everything and that I had missed it and a lot of people don't....
Thank you very much !
You are a good technican !
how did you apply custom uv checker ?
It’s a material with a texture
@@RenderRam got it thank you
I followed everything exactly but once I go to reset peal, it simple does not work the way you show in the video :(
Hi, sorry for a late reply, make sure that in Unwrap, under Peel section, a LSCM is selected instead of Unfold.
svaka cast! samoo kako da unwrapujem model sa minottijevog sajta kojem topologija nije ni blizu dobra kao kod tvog :)
Ako uzmem u obzir da ti objekt nema nekih rupa i slicnih deformacija, generalno selektiraj otprilike gdje seamovi moraju ic i kreni tako. Ako u maxu klikneš slovo X, otvorit ce se mali prozor, i tamo upiši Point to Point Selection, s time mozes ugrubo selektirati određene sekcije objekta, pa to možda pomogne.
@@RenderRam Hvala Vjekoo puno, probacu nesto novo da naucim :)
Nice trick with copy and paste unwrap modif lol )))
Hi !
Idk why, but it doesnt work for me :(
I looked closely if I did any mistakes but its not the case : when I click on "reset peel", it doesnt reset it. I'm on 3ds max 2023 and idk why it doesnt work at all :(
Oh a friend had that issue, it’s a bug in 2023, you need to change unwrapping method to Unfold3d for it to work
@@RenderRam Unfold 3D ? what is that ?
@@anonymysable open unwrap, and on the right side you have Peel options, make sure Unfold is selected
@@RenderRam Hey !
I just checked : I am in unfold 3D, yeah, so I dont understand why its not working...
@@anonymysable Try changing to the LSCM... I don't remember right, but I know these modes need to be changed.
Too many steps. :) The tool you need is already inside UnwrapUVW, is called BREAK and does the same thing that you are doing with the split operation. You select the seams, do the Break and do the QuickPeel, and you got your islands. You can do the selection inside the UVEditor panel or in the viewports while the editor is active. Also, the loop selector inside de UVEditor only selects inside the islands, and that helps a lot. It has improved a lot in the last few years, i really like the new peel algorithm "unfold". Heck, i liked it a lot, when Unfold3d Magic was an external software, and i'm very happy to have it inside 3dmax at last.
Oh yes Unfold is super nice! About the Break operation, the whole point of this little trick is to move a direct edit poly selection to Unwrap. To use Break you need to recreate whole selection inside of Unwrap again which this little hack is avoiding :)
Why do you split the mesh before unwrapping? You can do it the same in UnwrapUV modifier - just choosing edges and converting them to seams xD Splitting the mesh is totally unnecessary