The Simple 4-Step Process for Perfect UVs

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  • Опубліковано 27 лис 2024

КОМЕНТАРІ • 236

  • @rocifier
    @rocifier 2 роки тому +127

    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 2 роки тому +3

      i have problem far 12 years with down UV.

    • @Norman_Peterson
      @Norman_Peterson 2 роки тому +4

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

    • @thetalkinganvil8366
      @thetalkinganvil8366 2 роки 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 2 роки тому +3

      @@Norman_Peterson maya ejem, maya

    • @Albania_Football
      @Albania_Football Рік тому

      @@Norman_Peterson man i just started modeling a year ago

  • @SpencerMagnusson
    @SpencerMagnusson 2 роки тому +305

    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 2 роки тому +4

      Yes great brief written version

    • @BreakerLove
      @BreakerLove Рік тому +1

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

  • @mickyelmb
    @mickyelmb 2 роки тому +46

    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.

  • @nicholashunter8545
    @nicholashunter8545 Рік тому +84

    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 +4

      explain like im a blender user

    • @munishwarank4263
      @munishwarank4263 Рік тому +3

      Please Explain for Blender users

    • @acesonfire
      @acesonfire Рік 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 Рік 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?

  • @games7151
    @games7151 10 місяців 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.

  • @BasicallyAnArtist
    @BasicallyAnArtist 2 роки тому +18

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

  • @elizabethhamilton1166
    @elizabethhamilton1166 2 роки тому +7

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

  • @naodmulu1080
    @naodmulu1080 2 роки тому +4

    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.

  • @dougieladd
    @dougieladd 2 роки тому +7

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

  • @carolinaqueiroz4327
    @carolinaqueiroz4327 2 роки тому +3

    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!

  • @VVaypoint
    @VVaypoint Рік 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.

  • @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.

  • @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 2 роки 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

  • @Reisen_Inaba
    @Reisen_Inaba Рік тому +1

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

  • @aangpixelblacksmith6112
    @aangpixelblacksmith6112 2 роки тому +2

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

  • @GameAlchemistLeo
    @GameAlchemistLeo Місяць тому

    Thanks! I learned this at my art class, but this was a great refresher.

  • @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 2 роки 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.

  • @jsng7093
    @jsng7093 Рік тому

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

  • @purpleparkstudios4124
    @purpleparkstudios4124 Рік 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

  • @thetalkinganvil8366
    @thetalkinganvil8366 2 роки 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.

  • @sahilsen
    @sahilsen 2 роки тому +3

    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! 🔥🙏🏽

  • @TheFerruccio
    @TheFerruccio Рік 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.

  • @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!

  • @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.

  • @HammerdownProtocol
    @HammerdownProtocol 2 роки тому

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

  • @real2late
    @real2late Рік тому

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

  • @furkanzengin8298
    @furkanzengin8298 2 роки тому

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

  • @amirrahman853
    @amirrahman853 Рік тому

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

  • @KaizenTutorials
    @KaizenTutorials Рік тому

    Great video! Easy and clear explanation. Thanks!

  • @brucemozart3665
    @brucemozart3665 2 роки тому

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

  • @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.

  • @shanepaige9135
    @shanepaige9135 2 роки тому +1

    Definitely upped my modeling game watching your videos :D

  • @taftphotography
    @taftphotography 2 роки тому

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

  • @mikerusby
    @mikerusby Рік 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

  • @BlackStrife3D
    @BlackStrife3D 2 роки тому +1

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

  • @vietjoii
    @vietjoii 24 дні тому

    7:00 Most important analogy to understand uv-unwrapping

  • @m3tvl138
    @m3tvl138 4 місяці тому

    Great tutorial, I find your channel more and more useful as I progress. Thank you!

  • @fox3319
    @fox3319 Рік 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

  • @PaulLeBlanc4u
    @PaulLeBlanc4u 2 роки тому +1

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

  • @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

  • @jennifervercezes
    @jennifervercezes 6 місяців тому

    Life saver workflow man!

  • @badashphilosophy9533
    @badashphilosophy9533 5 місяців тому

    simple tips to take u straigght to mastery, u gave us an actual understanding not just steps this is brilliant/ thankyou good buddy

  • @kenmorris2858
    @kenmorris2858 11 місяців тому

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

  • @Leevy27
    @Leevy27 2 роки тому

    Thank you Josh for this excellent tutorial.

  • @synthbendati
    @synthbendati 2 роки тому

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

  • @PatrickDepoix-r3v
    @PatrickDepoix-r3v Рік тому

    Xcellent advises! Congrats from France.

  • @sebs-shenanigans
    @sebs-shenanigans 2 роки 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.

  • @hveguitar
    @hveguitar 2 роки тому

    Best tutorial on UV's thanks a lot !

  • @edwinblackman7037
    @edwinblackman7037 2 роки тому

    Thanks, made something that I was struggling with easy!

  • @WalkerPlayzZ
    @WalkerPlayzZ Рік тому

    this tutorial just made my day thanks easy and effective

  • @nadstunes77
    @nadstunes77 2 роки тому

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

  • @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

  • @Pogopvp
    @Pogopvp 2 роки тому

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

  • @wongsamuel5974
    @wongsamuel5974 2 місяці тому

    thanks for your efforts, really helpful

  • @gaymanukyan5476
    @gaymanukyan5476 Рік тому

    Amazing tutorial as always

  • @dhruvsharma8788
    @dhruvsharma8788 2 роки тому

    best guide i could get thanks a lot

  • @owlet_dev
    @owlet_dev 3 місяці тому

    This is great! Thanks for sharing!

  • @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!!

  • @co0kiel2p
    @co0kiel2p 6 днів тому

    Best tutorial ever !!

  • @3Dgregor
    @3Dgregor Рік тому

    Very nice tutorial. Thanks!

  • @cubanpianoman
    @cubanpianoman 2 роки тому

    Absolutely incredible. Thank you

  • @michaeljohnson7380
    @michaeljohnson7380 7 місяців тому

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

  • @thomandy
    @thomandy 2 роки тому

    Great tutorial!!

  • @AngletonÆ
    @AngletonÆ Рік тому

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

  • @KadeMarkoux
    @KadeMarkoux 2 роки тому

    Excellent Tips! Well said!

  • @uplinktruck
    @uplinktruck 2 роки тому

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

  • @pauldavison7858
    @pauldavison7858 2 роки тому

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

  • @soundcry4883
    @soundcry4883 2 роки тому

    Thanks bro, definitely gonna try it today

  • @pamparam3495
    @pamparam3495 2 роки тому

    This is great guide, thank you

  • @TheAussieMerc
    @TheAussieMerc 9 місяців тому

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

  • @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

  • @realMenta
    @realMenta 2 роки тому

    Thank you for the tips!

  • @najhonbanjon
    @najhonbanjon Рік тому

    STEP BY STEP THANC YOU JOSH

  • @radiationwow
    @radiationwow 8 місяців тому

    This was really useful, thank you

  • @collinsgichuki6288
    @collinsgichuki6288 Рік тому

    This video was really helpful😄

  • @knightofbrokenglass9237
    @knightofbrokenglass9237 Рік тому

    Thank you !

  • @larrycatlin5492
    @larrycatlin5492 4 місяці тому

    I am glad I finally stumbled on this UA-cam, with the 4 step process it really demystifies the topic. Have been trying to get a handle on this for a while and some of my instructors have really complicated the process by showing how to manually set the seams. Doing seams by manually setting them is a nightmare that now I can quit reliving it. I have spent hours literally to perfect this with minimal success. your process of letting blender pick the seams then re defining what blender did by following 4 simple rules is how I am going forward with this from now on. at the moment I am working on organic objects like flowers and wondering if there are additional rules for organic models that were not included in the hard surface modeling. The idea of wrapping a model with a UV grid so you can see the results in real time is a concept that I have not been taught in some of my classes so far. It is a game changer to see this vs have someone just tell you the rules or just show you the process and not really explain it. Thank you have been struggling with a tutorial I am doing because I have been trying to build the scene and add extra stuff to it so I am applying what I am learning. The problem with adding extra stuff is that you run into problems because the instructor is not teaching it to you, solving those problems is up to you , this approach has expanding expanded my knowledge in how to use blender by learning what isn't working and created a lot of late nights and big headaches when trying to deal with the struggle of making it all work. Thank god for youtube and instructors like you. The biggest problem in finding you has been sifting through the garbage that is also present on youtube to find the gems. Thank you. When I say garbage I am not implicating any one idea but there definitely are methods that explain and work better than others. This seems to be one of those gems that I am going to experiment with to perfect it.

  • @michaeldelorens
    @michaeldelorens Рік тому

    Very useful, thanks!

  • @muzamil1069
    @muzamil1069 2 роки тому

    That was really helpful. Thank You So Much❤❤

  • @EntikaiCG
    @EntikaiCG 2 роки тому +7

    There is one problem I see with your method.
    All the hard edges in the model need to be UV island borders. The reason? To avoid a very famous problem that happens when you bake the normal map - your hard edges that aren't UV borders will have strange shading artifacts. I would show you a screenshot, but I'm afraid UA-cam will mark me as spam.

    • @OGPatriot03
      @OGPatriot03 2 роки тому

      That depends on the software you're using, for example UE4/5 won't have that issue but modding super smash characters will.
      Not a technique issue, but a software quirk of older programs.

    • @EntikaiCG
      @EntikaiCG 2 роки тому

      You will have that problem in the modern version of Substance Painter. Basically, the edge should be ideally between 2 flat polygons. As you make the edge sharper, at some point (i don't know exact angle) that artifact appears.

  • @cgcracks
    @cgcracks Рік тому

    Thanks bro u really solve all my problems. 😍🥳

  • @navidumardaraz7163
    @navidumardaraz7163 Рік тому

    Brilliant thanks for the valuable information. 👍

  • @hocinetazani6364
    @hocinetazani6364 2 роки тому

    Thank You

  • @leekolb2027
    @leekolb2027 2 роки тому

    Thanks, very helpful info.

  • @aymanfatani
    @aymanfatani 2 роки тому

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

  • @PinkWafflesZ
    @PinkWafflesZ 10 місяців тому

    Thank you, master

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

    Great vid as always.

  • @over8124
    @over8124 2 роки тому +2

    My entire process is Tab>A>RMB>Cube Project

  • @japiksel
    @japiksel 2 роки тому

    This is amazing!

  • @nicolasportu
    @nicolasportu 2 роки тому

    Outstanding!

  • @Argyll9846
    @Argyll9846 Рік тому

    Excellent.

  • @kirklazarus1132
    @kirklazarus1132 2 роки тому +2

    Not a Josh Gambrell video without the word Chamfer being said.

  • @Synthesis1979
    @Synthesis1979 2 роки тому

    Yessss! Thankyou thankyou thankyou!

  • @Stenierfromwow
    @Stenierfromwow 2 роки тому +4

    Now try baking normals on those mark sharp areas without a seam and margin. This tutorial clearly ignores baking issues, and at one point (continuous seam) even decreases texel density (aka makes those squares bigger after clear seam, rather than making them smaller)

    • @JoshGambrell
      @JoshGambrell  2 роки тому

      You’re looking at an individual auto-unwrap for one piece. Those don’t matter. Only thing that matters is when you unwrap everything together onto one UV grid and how that looks, so I’ve zero idea the point you’re trying to make. Also, if you need more efficient packing, you can drop seams back in where it makes sense. Your comment is incorrect regarding baking. UV PackMaster also auto margins.

    • @Stenierfromwow
      @Stenierfromwow 2 роки тому +1

      @@JoshGambrell Understanding seams, and how to make them for baking and what is texel density is one of the most major problem for most newbies to blender. And not explaining WHY you have to do it exactly like that and showing the uv unwrap window and how it all lay down on 1to1 uv square will cause more confusion to them, than good. I may have overreacted a bit, but for most people that are new to blender that i know - understanding uv seams and textures is a major confusion point, and couple of things in that video triggered me, becasue i think that it will confuse them even more further

  • @djab20001
    @djab20001 Рік тому +1

    Bro said checker mode 🤣9:23

  • @bestpranks7852
    @bestpranks7852 11 місяців тому

    love your videos

  • @ElveraViljoen
    @ElveraViljoen 2 роки тому

    Thank you! This is great.

  • @thundermobgames8142
    @thundermobgames8142 Рік тому

    beautiful

  • @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.