The Simple 4-Step Process for Perfect UVs

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  • Опубліковано 9 лют 2022
  • In this video, I'd like to discuss my 4-step seam formula which will get you perfect unwraps, 100% of the time.
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КОМЕНТАРІ • 224

  • @SpencerMagnusson
    @SpencerMagnusson 2 роки тому +267

    For those who prefer the steps in writing like me:
    - in Edit Mode, Select -> Select Sharp Edges, the default 30 degrees is fine
    - you can remove one side of seam on chamfers
    - merge islands where the faces are a continuous loop or strip (remove all but one seam for loops)
    - check for any edges in the selection that seem disconnected/out of place/don't need it

    • @synthbendati
      @synthbendati Рік тому +3

      Yes great brief written version

    • @BreakerLove
      @BreakerLove 10 місяців тому +1

      OMG THANK YOU!! Im so sick of people over explaining things.

  • @rocifier
    @rocifier Рік тому +100

    As someone who did UV unwrapping 20 years ago, this seam workflow is incredible. I imagine for a lot of people they just struggle with this for a long time until it becomes intuitive, but you are such a good teacher breaking down the technique into simple to follow steps. Thank you!

    • @Norman_Peterson
      @Norman_Peterson Рік тому +3

      i have problem far 12 years with down UV.

    • @Norman_Peterson
      @Norman_Peterson Рік тому +4

      20 years ago these tools did not exist: D was all manual. ;)

    • @thetalkinganvil8366
      @thetalkinganvil8366 Рік тому +6

      I was there, I remember. *vietman flashbacks* Oh gawd! Back then UV unwrap was one of the hardest things to wrap your head around as a newbie and the tools where none existent. I love seeing all the newer additions and methods that lets the person create.

    • @arayaentertainment2024
      @arayaentertainment2024 Рік тому +2

      @@Norman_Peterson maya ejem, maya

    • @Albania_Football
      @Albania_Football 8 місяців тому

      @@Norman_Peterson man i just started modeling a year ago

  • @nicholashunter8545
    @nicholashunter8545 Рік тому +73

    Comment regarding contiguous sets of faces for production art:
    For game development, texture memory footprint is an important value to keep within budget. The fewer smoothing groups and seams you have, the larger your normal map size will be due to baking gradients to translate between the high and low mesh normal data. Your textures get compressed, downscaled, and mipped, which means they have less data in them to translate baked detail into the low poly's mesh normals.
    For example:
    Create a cube, bevel all of its edges enough so that it servers as a high poly mesh. Create a second cube, set it to a single smoothing group (all soft edges) UV it with a single shell or multiple - it does not matter. Bake a normal map.
    Repeat the process but set each side to its own smoothing group, cut the seams and give padding to each shell as appropriate for managing smoothing groups. Bake a normal map.
    Check the file size for each normal map. The one with gradients (single smoothing group) is much larger.
    The game res mesh needs those gradients to preserve the visual quality of the high poly, but those normal maps are going to be pushed through various compression methods and still contribute to more budget than they need to. Minimizing gradients through keeping smoothing groups at ~30* angles will keep your asset looking good after compression because it needs less normal map information to translate between high poly baked normals and its own low poly normals.
    Also, take a shape similar to the one in the video with a long strip of contiguous faces and cut a single edge to make a long shell. Bake that result and get into a texturing tool like Substance Painter. Set the metallic to 100% and the roughness to 0%. Observe the faces where plane shifts occur and you will see triangulation distortion in the bake. This is because that single smoothing group is having to calculate plane shifts across the mesh with more than 360* worth of angles and bake the needed gradients into a texture. Increasing that texture resolution will help make them less noticeable, but we don't always have the ability to use 4k+. Setting smoothing groups to acute and right angles and massaging the rest with ~30* (the sneaky ones) will help reduce those artifacts and give you a cost effective bake that looks good after compression.
    Also, your largest UV shell will dictate texel density. If you're seeing a lot of unused space, you may want to find some more edges to cut along plane shifts, scale a shell down in a single axis if that surface allows (swords, barrels), or add other objects to that texture set.
    Sorry for the wall of text, but these are things senior artists and hiring teams look for when recruiting, so I figured I'd share.

    • @Arnov618
      @Arnov618 Рік тому +10

      I had the exact same thought... video is quite misleading. This technique is only good when you do lowpoly models that dont require normal map bake

    • @oooooollllllll
      @oooooollllllll Рік тому +3

      explain like im a blender user

    • @munishwarank4263
      @munishwarank4263 Рік тому +3

      Please Explain for Blender users

    • @acesonfire
      @acesonfire 11 місяців тому +4

      @@munishwarank4263 Smoothing groups is a 3ds Max term, its been a while since I used it, so someone correct me if I am wrong, but basically: *Smoothing Groups* are the equivalent of Autosmooth/mark sharp, in blender.
      Everything else is just general modeling/texturing terms.

    • @TavoCosmic
      @TavoCosmic 11 місяців тому +1

      when you say "The one with gradients (single smoothing group) is much larger" you are referring to a 3d model with 1 segment of bevel?

  • @mickyelmb
    @mickyelmb 2 роки тому +42

    That cleared up so much. I usually just follow along with instructors where they're telling me to mark seams now I know why the seam placement is so important. Thank You.

  • @dougieladd
    @dougieladd 2 роки тому +5

    This is the single most useful tut I've seen this month... and you're absolutely right Josh... essential techniques here. Thanks.

  • @elizabethhamilton1166
    @elizabethhamilton1166 2 роки тому +5

    I like that you provided a way to automate things and after that, how to apply proper unwrapping techniques to it. Thank you, Josh.

  • @carolinaqueiroz4327
    @carolinaqueiroz4327 Рік тому +2

    Thank you for the best tutorial on the entire internet. This made me understand something I was thinking to be too complicated, but now makes perfect sense. Appreciate it!

  • @BasicallyAnArtist
    @BasicallyAnArtist 2 роки тому +16

    I’ve never used those techniques before. Just by watching your video, my perspective of UV editing has completely changed! Thanks. 😎

  • @aangpixelblacksmith6112
    @aangpixelblacksmith6112 2 роки тому +1

    "Essential" indeed, thank you Josh for your work and sharing it with us.

  • @games7151
    @games7151 4 місяці тому +2

    UV unwrapping has always been the hardest and most dull part of 3D modelling for me, especially with complicated shapes like fancy sword pommels. That's because I was terrible at seam placement. This video has renewed my confidence to go back and fix those embarrassing messes I call UVs. Thanks for the tutorial.

  • @naodmulu1080
    @naodmulu1080 2 роки тому +3

    i love how you focus on the core concepts , you are by far the best teacher i found on the interent, very thankful for your effort.

  • @sahilsen
    @sahilsen Рік тому +2

    This was so simple and clear to understand - what and why, with practical examples. Thank you.

  • @tdotg2161
    @tdotg2161 2 роки тому +1

    The best instructions on how how to use seams! Thank you! 🔥🙏🏽

  • @grimlockarts8386
    @grimlockarts8386 2 роки тому +7

    Awesome! As a new user of Blender I greatly appreciate this tutorial! You've got me on the right track from the start!

  • @purpleparkstudios4124
    @purpleparkstudios4124 11 місяців тому +2

    Great video, I’ve been procrastinating on getting good at UV unwrapping for awhile but this video really helped me visualize UVs in a new light

  • @jsng7093
    @jsng7093 Рік тому

    Definitively, the single best explanation and intuitive technique for unwrapping in blender 👏🏼

  • @BlackStrife3D
    @BlackStrife3D 2 роки тому +1

    Super useful!! Already applied these techniques to a UV unwrap.

  • @Reisen_Inaba
    @Reisen_Inaba 11 місяців тому +1

    This video was absurdly useful compared to the average Blender tutorial, videos that cover essential basic practices are a blessing

  • @taftphotography
    @taftphotography Рік тому

    This is the best explanation I have seen by far. Thank you so much!

  • @PaulLeBlanc4u
    @PaulLeBlanc4u 2 роки тому +1

    Gonna try this. Very simple technique Josh. Nicely explained. 👍

  • @repus6019
    @repus6019 2 роки тому

    Thank you for the video i was so confused about this whole uv stuff it really helped me a lot

  • @user-xo2cj5nu4s
    @user-xo2cj5nu4s 7 місяців тому

    Xcellent advises! Congrats from France.

  • @HammerdownProtocol
    @HammerdownProtocol 2 роки тому

    Excellent. This will save me a ton of time. Thank you, from northern England.

  • @Leevy27
    @Leevy27 2 роки тому

    Thank you Josh for this excellent tutorial.

  • @furkanzengin8298
    @furkanzengin8298 Рік тому

    Deserves a like and a comment. Very well instructed. Thank you Josh.

  • @brucemozart3665
    @brucemozart3665 Рік тому

    Helps a lot. Thanks! I finally understand, where I should place seams or not.

  • @kenmorris2858
    @kenmorris2858 4 місяці тому

    Great tutorial, Josh you rock. Many thanks from Nova Scotia.

  • @cubanpianoman
    @cubanpianoman Рік тому

    Absolutely incredible. Thank you

  • @Pogopvp
    @Pogopvp 2 роки тому

    Extremely valuable info.. I'm actually excited to try this out

  • @shanepaige9135
    @shanepaige9135 2 роки тому +1

    Definitely upped my modeling game watching your videos :D

  • @violentpixelation5486
    @violentpixelation5486 2 роки тому

    I keep coming back to this one. It's pure #Gold . So well and in a calm manner explained. Thank you! You did make me love UV-work. #Blender #3d #3dmodeling #3dtexturing

  • @nadstunes77
    @nadstunes77 Рік тому

    Thank you...this was easy to follow and just what I needed to know....perfect thanks

  • @edwinblackman7037
    @edwinblackman7037 2 роки тому

    Thanks, made something that I was struggling with easy!

  • @Bad_Chad
    @Bad_Chad Рік тому

    Top notch sir! Definitely understand seems for uv's better than ever.

  • @VVaypoint
    @VVaypoint 8 місяців тому

    I don't know what it is about this video but it's so easy to absorb and understand the information in it.
    Just stellar job really.

  • @michaeljohnson7380
    @michaeljohnson7380 Місяць тому

    Bro thanks for this video it’s just what I was looking for

  • @KaizenTutorials
    @KaizenTutorials Рік тому

    Great video! Easy and clear explanation. Thanks!

  • @gaymanukyan5476
    @gaymanukyan5476 Рік тому

    Amazing tutorial as always

  • @radiationwow
    @radiationwow 2 місяці тому

    This was really useful, thank you

  • @hveguitar
    @hveguitar Рік тому

    Best tutorial on UV's thanks a lot !

  • @muzamil1069
    @muzamil1069 2 роки тому

    That was really helpful. Thank You So Much❤❤

  • @Soulsphere001
    @Soulsphere001 Рік тому

    I will have to try out this method sometime, though I haven't modelled anything complex enough to really bother using this. But if I have no idea where to start UV unwrapping, this is something I will definitely use.

  • @EveryDayImWatchingYouDie
    @EveryDayImWatchingYouDie Рік тому

    Thanks a lot ! The video really helped me a lot to get through that damn UV step!

  • @3Dgregor
    @3Dgregor Рік тому

    Very nice tutorial. Thanks!

  • @synthbendati
    @synthbendati Рік тому

    Thank you som much, you made the process and how to do it so much easier

  • @realMenta
    @realMenta Рік тому

    Thank you for the tips!

  • @KadeMarkoux
    @KadeMarkoux 2 роки тому

    Excellent Tips! Well said!

  • @soundcry4883
    @soundcry4883 2 роки тому

    Thanks bro, definitely gonna try it today

  • @pauldavison7858
    @pauldavison7858 Рік тому

    FANTASTIC - this really helped me out - a lot!!!! a huge Thank you!!!!

  • @WalkerPlayzZ
    @WalkerPlayzZ Рік тому

    this tutorial just made my day thanks easy and effective

  • @dhruvsharma8788
    @dhruvsharma8788 2 роки тому

    best guide i could get thanks a lot

  • @pamparam3495
    @pamparam3495 Рік тому

    This is great guide, thank you

  • @collinsgichuki6288
    @collinsgichuki6288 10 місяців тому

    This video was really helpful😄

  • @fox3319
    @fox3319 9 місяців тому

    Thank you so much, this video really help me to improve my uv time and performance. Still have some un-proportional form sometimes. but Its seam to be fix when i reset the scale of the model most of the time. peace to all

  • @WolverineMKD
    @WolverineMKD 2 роки тому

    Quality content all the time! I think i started following you at around 20K keep it up bro, algo will soon pick you up even better and youll skyrocket!

    • @JoshGambrell
      @JoshGambrell  2 роки тому +1

      Thanks man, yea I’ve seen you around for a while, glad you’re enjoying the vids!!

  • @thetalkinganvil8366
    @thetalkinganvil8366 Рік тому +1

    Excellent video. I remember back in the day, where this process was so tedious and unintuitive that many people would prefer to have their teeth pulled out. Like everything in in 3d modeling it has come a long way but it doesn't get the recognition it deserves.

  • @TheAussieMerc
    @TheAussieMerc 2 місяці тому

    Very helpful video, subbed and will keep an eye out for other helpful videos, great for beginners and those learning hard surface.

  • @navidumardaraz7163
    @navidumardaraz7163 Рік тому

    Brilliant thanks for the valuable information. 👍

  • @leekolb2027
    @leekolb2027 2 роки тому

    Thanks, very helpful info.

  • @real2late
    @real2late Рік тому

    bruh it suddenly looks good. I went through so much pain. Why does it just work? Thank you so much!

  • @aymanfatani
    @aymanfatani Рік тому

    Love the techniques soo much .. helped a lot Thanks a bunch ♥

  • @japiksel
    @japiksel 2 роки тому

    This is amazing!

  • @ElveraViljoen
    @ElveraViljoen 2 роки тому

    Thank you! This is great.

  • @thomandy
    @thomandy 2 роки тому

    Great tutorial!!

  • @najhonbanjon
    @najhonbanjon 11 місяців тому

    STEP BY STEP THANC YOU JOSH

  • @uplinktruck
    @uplinktruck Рік тому

    Solved a bunch of n00b headaches for me. Thank you.

  • @AliG-vw2zu
    @AliG-vw2zu 2 роки тому

    Great vid as always.

  • @nicolasportu
    @nicolasportu Рік тому

    Outstanding!

  • @paulspalace4233
    @paulspalace4233 2 роки тому +1

    My man is Always dropping that highly educational video for us to absorb into the tissue of our brains. thanks for the video man. You have a stellar month.

  • @knightofbrokenglass9237
    @knightofbrokenglass9237 11 місяців тому

    Thank you !

  • @4CheeseNugget
    @4CheeseNugget 4 місяці тому

    Thank you, master

  • @mortem6889
    @mortem6889 2 роки тому

    Thank for this great video👍 Kind of funny, this morning I could use the video and now you have uploaded one

  • @Synthesis1979
    @Synthesis1979 Рік тому

    Yessss! Thankyou thankyou thankyou!

  • @TommyGunsXL
    @TommyGunsXL 2 роки тому +3

    Thanks, great explanation as always!
    I started to unwrap my models in a very early stage, before I bevel edges or add any other Details. Tools like Bevel, Insert Faces and Edge Slide won't destroy your UV.
    Tipp: press GG for Edge Slide, then Alt and you can move the edge or vertex in the opposite direction, to make the face bigger without streching the UV map.

    • @OGPatriot03
      @OGPatriot03 Рік тому

      The Bevel modifier does wreck my seams though, it'll turn 1 edge seam into 2 and erroneously try and make all the bevels connected as a UV island.

  • @bestpranks7852
    @bestpranks7852 4 місяці тому

    love your videos

  • @amirrahman853
    @amirrahman853 7 місяців тому

    now that's what i can call a perfect tutorial on uv's
    13 mins and all described appropriately

  • @cgcracks
    @cgcracks Рік тому

    Thanks bro u really solve all my problems. 😍🥳

  • @Argyll9846
    @Argyll9846 11 місяців тому

    Excellent.

  • @mustafaqaddo415
    @mustafaqaddo415 8 місяців тому

    ❤❤thank you so much

  • @sebs-shenanigans
    @sebs-shenanigans Рік тому +1

    Seams.
    Seams I always feared the most: "yoU ShOULd aLwAyS PLaCe SeAMs wHeRE tHE obsErVer WoN't NoTICE"
    and since this philosophy was so deeply ingrained in my younger psyche, I always tried to make it work like this and It ALWAYS lead to failure. Because I believed when it came to texturing the misplaced seams would make the model look like ass
    And then came Substance painter with its triplanar projection....
    Josh, thank you. Being the man who's knowledge I have deep respect for, your videos showed me that its ok to go wild with the seams, its ok to not have to figure out the perfect way to unwrap the damned thing.
    If only I found your UV videos sooner.

  • @qbukhari
    @qbukhari Рік тому

    Awesome
    Thank you

  • @thundermobgames8142
    @thundermobgames8142 Рік тому

    beautiful

  • @altwhisper6920
    @altwhisper6920 2 роки тому +1

    Where you were 3 years ago :( you are very good teacher. Ps. For those who not understand uvs, my advice: try training placing uvs with baking normals. On practice you will know were place the seams.

  • @hocinetazani6364
    @hocinetazani6364 2 роки тому

    Thank You

  • @WolfieDesigns
    @WolfieDesigns 2 роки тому +7

    Thanks for the vid man!
    UVs are mostly skipped by beginners/intermediate users (most of the poeple rely on automatic UVs/smart unwrap), people think its not worth their time, its not gonna help with the quality etc, or most of the people find it hard to learn.
    but let me tell you one thing, it's the part that can take your model from 1 to 10 sometimes, and it's the easiest part in the Prop creation pipeline. Best way to learn it is to analyze different situations/models and by practicing ofcourse.

    • @JoshGambrell
      @JoshGambrell  2 роки тому +1

      I used to use smart uv projects as that was what most tutorials were showing. Truth is, it’s a nice quick way to test textures and results, but in terms of quality of unwraps, it simply isn’t there. Manual work takes longer, but always delivers better results, which is why I love this method since it always works for hard surface meshes

    • @IGarrettI
      @IGarrettI 2 роки тому

      If the topology is nice, the uvs are very easy

    • @rocifier
      @rocifier Рік тому +1

      @@JoshGambrell maybe someone can improve the smart unwrapping algorithm by effectively applying your 4 steps in this video in an algorithm inside blender. I don't see any reason they couldn't effectively be automated, but would need a slightly more procedural approach ideally from the start instead of ending up "looking for redundant seams" for example

  • @martinsvanda5874
    @martinsvanda5874 Рік тому

    Thank u man

  • @unknownBoy85lover
    @unknownBoy85lover 6 місяців тому

    Wow thAnk you 👌🙏

  • @mikerusby
    @mikerusby 5 місяців тому

    That's a good way of doing things, works well in most instances. I have to unwrap a complex car with lots of engine parts, so this will save a load of time, thanks
    re the distorted rings blender can be a bit weird on that as sometimes I want to have rings, not a split cap and a side wall , so then I have to change the unwrap method to or from 'angle based' or 'conformal'
    if it looks skewed with one of the methods, change to the other. it can still be flakey though. I have a piece where every ring came out perfect, apart from one and there is no reason , reset the scale, welded any stray points etc

  • @TheFerruccio
    @TheFerruccio 11 місяців тому +2

    ADDITIONAL TIP: regarding "rings" on the menu bar, go to "overlays" (the button dropdown with the intersecting solid/hollow circle on it) and enable "display stretch" any rings you might have will be SUPER obvious. Often times, I'll just select an edge that cuts through the ring, ctrl+E, m (edge menu, and "m" for me marks the seam). Gets rid of them quickly during live unwrap.

  • @CarlosSantos-qn8oc
    @CarlosSantos-qn8oc 8 місяців тому

    Good afternoon.
    Can I freely use CREASE in my modeling without harming my UVs?
    Thanks.

  • @ghostmasaki
    @ghostmasaki 8 місяців тому

    what a legend

  • @arkadiusztrzesniewski4237
    @arkadiusztrzesniewski4237 Рік тому

    Very helpful tutorial. I have a question: how much polygons is considered lowpoly for FPS-style weapon asset in Unreal 4 engine? Such as the weapon You have modeled?

  • @vitorpressendo4335
    @vitorpressendo4335 8 місяців тому

    Sometimes my unwrapping get some weird angles (think about a curved wood piece or any other curved geometry where the texture straight pattern should follow the object curvature)
    I always align the four vertices of a face and select follow active quad

  • @theforest8882
    @theforest8882 2 роки тому +1

    Thanks Man

  • @pikachufan25
    @pikachufan25 2 роки тому

    Super Usefull and Noice

  • @bitmammothOG
    @bitmammothOG Рік тому

    How do we get that reference material? Great tutorial!

  • @praveenb-xr
    @praveenb-xr Рік тому

    Subscribed Buddy! Great tutorial
    btw Can u suggest best unwrapping and Texture Baking Addon for Blender(Both in Paid and free)
    The best !

  • @AustinPageofficial
    @AustinPageofficial 2 роки тому

    this is awesome, so thorough but not overly long. Could you make a video like this for adding a model to substance painter? I always seem to run into problems even when i think my UVs are ok. Do you have to export high and low res models for example? if not, should you? a best practices mixed with some common trouble shooting to ensure good results essentially. Can’t seem to find a video that quite gets a balance as well as this one. thanks!

    • @AustinPageofficial
      @AustinPageofficial 2 роки тому

      in other words- what’s the least amount of work, shortest amount of time it takes to get a model from blender to substance to make using substance worth using haha. thanks

    • @JoshGambrell
      @JoshGambrell  2 роки тому +2

      You export high and low poly if you wanna bake, triangulate botb. The process is easy but implementation is confusing because of the steps. This will all be covered in our game asset 2.0 course

  • @aliakbarzade230
    @aliakbarzade230 Рік тому

    Have you made a video on Optimizing UV space usage? I know some add-ons do it for you but it won't hurt to know how to do it yourself.

  • @hiddenvoid
    @hiddenvoid 2 роки тому

    Thanks for the video. Do you have any idea when the enviroment Unity course will be available?