I can say that your course is essential ! I took the one to learn how to make characters and it was so good that I'm making my own realistic character now
1)actually with the shortest path selected u can also change option in edge tag to mark seam it makes it a bit easier =and u can use a free add on tex tool for selection and uv checker from amandeep to check uv streching 2)for i land margin go with whatever resolution have divide by 128 works most time 3)for un packing there is an add on uv packer for better island packing
Your beginner training course is really. I will try making the table today. Maybe then i will return back. Amd understand texture painting. I know there is something called sheams
pls include some topic on how to export uv to krita and make texture and plug that in the blender (standard textures workflow) how we can stich the uv to get one single island for single object. thank you somuch for this uv series
How do I Unwrap all the objects at once but not include it all in one Island, meaning I don't want to make an Atlas of it, I want it to unwrap like it's all unwrapped individually, I am not sure if I am able to convey my problem correctly, But what I want to do is Unwrap multiple objects in such a way that the scale of UV maps doesn't get smaller, Great tutorial though, I learned everything blender from You.
I think you are looking for UDIM's. I never used them in Blender but I just googled "Blender UDIM" and it seems this feature was added years ago. I have to try this myself today!
@@TommyGunsXL Hey, thanks, I looked into it and I guess this will work, This does solve the main problem or objecting sharing very small space on the UV space.
I got a little stuck on the texture painting course😅 hoping this video could help me figure out how to fix it. I had one object that was not taking the color grid, so I tried to unwrap again, and now I can't see my uv map at all.
Hi there, thanks for that nice video, I see that using uv sync, you can invert the behavior of the selection by showing up elements in the uv or selecting elements in the mesh. The only problem for me is that sometimes I want to move shared island vertices indipendently I would like also to use the uv sync, for now I just do a two step process, first I find my uv in the mesh with uv sync selected, then I select the minimum amount of elements that I need to work with and finally I switch off uv sync, otherwise the shared uv will move all together! There's any way to just avoid selecting shared vertices while in uv sync selection?
How do we select a uv island over in the 3d view, after selecting it on right side of window? I figured it out once, and then never again. No matter what I do it doesn't work. I tried clicking on those refresh type arrows on the top right.
Thank you. Texturing is the secret ingredient which turns a "is this good at all?" model into a "wow" one. Its: now draw the test of the owl.
Thank you, Grant! A concise and direct tutorial. Love your style!
I can say that your course is essential ! I took the one to learn how to make characters and it was so good that I'm making my own realistic character now
You learn make character Seam? any link ??
Bought your course on Udemy and I loved it, totally worth it
Thanks😀
@@grabbitt hope you are preparing more courses.
@12:14 Grant REALLY hopes these tips will help you in your unwrapping =)
Haha. First time I've noticed that 😃
Wow that shortest path is useful, thanks to you i learned a new tool now.
1)actually with the shortest path selected u can also change option in edge tag to mark seam it makes it a bit easier
=and u can use a free add on tex tool for selection and uv checker from amandeep to check uv streching
2)for i land margin go with whatever resolution have divide by 128 works most time
3)for un packing there is an add on uv packer for better island packing
I was JUST googling for unwrapping tricks. It is like you read my mind :D thanks!!
Fantastic tutorial learned a lot here 🙌
Thank you Grant you are always helpful in the kind of workflow I’m looking for
Your beginner training course is really. I will try making the table today. Maybe then i will return back. Amd understand texture painting. I know there is something called sheams
really helpful tips! Thank you Grant!
Amazingly helpful tips. Thank you!
Great overview, thanks... 👍
pls include some topic on how to export uv to krita and make texture and plug that in the blender (standard textures workflow) how we can stich the uv to get one single island for single object. thank you somuch for this uv series
It really helped me again
How do I Unwrap all the objects at once but not include it all in one Island, meaning I don't want to make an Atlas of it,
I want it to unwrap like it's all unwrapped individually, I am not sure if I am able to convey my problem correctly, But what I want to do is Unwrap multiple objects in such a way that the scale of UV maps doesn't get smaller,
Great tutorial though, I learned everything blender from You.
Remember they don't have to share the same material
I think you are looking for UDIM's. I never used them in Blender but I just googled "Blender UDIM" and it seems this feature was added years ago. I have to try this myself today!
@@TommyGunsXL Hey, thanks, I looked into it and I guess this will work,
This does solve the main problem or objecting sharing very small space on the UV space.
thx a lot 4 these Tips. U RoOock!
aaah, I am late for buying discounted bundle! :(
Yeah, that's great. I wonder if using Nanite will make UV wrapping a thing of the past.
I got a little stuck on the texture painting course😅 hoping this video could help me figure out how to fix it. I had one object that was not taking the color grid, so I tried to unwrap again, and now I can't see my uv map at all.
There's an automatic minimize stretching button in the uv editor.
I didn't know that. I will have to have a look
Hi there, thanks for that nice video, I see that using uv sync, you can invert the behavior of the selection by showing up elements in the uv or selecting elements in the mesh. The only problem for me is that sometimes I want to move shared island vertices indipendently I would like also to use the uv sync, for now I just do a two step process, first I find my uv in the mesh with uv sync selected, then I select the minimum amount of elements that I need to work with and finally I switch off uv sync, otherwise the shared uv will move all together! There's any way to just avoid selecting shared vertices while in uv sync selection?
Note to self: Tip 6
How do we select a uv island over in the 3d view, after selecting it on right side of window? I figured it out once, and then never again. No matter what I do it doesn't work. I tried clicking on those refresh type arrows on the top right.
Synch selection
👍👍👍
Wait. How did you pan the toolbar like that @3:40? 😳
Ah. Middlebutton.
Middle mouse button
i still cant see my textures