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!
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.
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
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.
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.
@@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.
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.
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!
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.
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.
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
@@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
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.
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.
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.
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.
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.
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
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
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
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.
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!
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.
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.
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.
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.
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)
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.
@@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
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!
i have problem far 12 years with down UV.
20 years ago these tools did not exist: D was all manual. ;)
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.
@@Norman_Peterson maya ejem, maya
@@Norman_Peterson man i just started modeling a year ago
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
Yes great brief written version
OMG THANK YOU!! Im so sick of people over explaining things.
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.
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.
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
explain like im a blender user
Please Explain for Blender users
@@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.
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?
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.
I’ve never used those techniques before. Just by watching your video, my perspective of UV editing has completely changed! Thanks. 😎
I like that you provided a way to automate things and after that, how to apply proper unwrapping techniques to it. Thank you, Josh.
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.
This is the single most useful tut I've seen this month... and you're absolutely right Josh... essential techniques here. Thanks.
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!
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.
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.
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.
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
If the topology is nice, the uvs are very easy
@@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
This video was absurdly useful compared to the average Blender tutorial, videos that cover essential basic practices are a blessing
"Essential" indeed, thank you Josh for your work and sharing it with us.
Thanks! I learned this at my art class, but this was a great refresher.
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.
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.
Definitively, the single best explanation and intuitive technique for unwrapping in blender 👏🏼
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
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.
This was so simple and clear to understand - what and why, with practical examples. Thank you.
The best instructions on how how to use seams! Thank you! 🔥🙏🏽
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.
Awesome! As a new user of Blender I greatly appreciate this tutorial! You've got me on the right track from the start!
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.
Thanks bro, you too!
Excellent. This will save me a ton of time. Thank you, from northern England.
bruh it suddenly looks good. I went through so much pain. Why does it just work? Thank you so much!
Deserves a like and a comment. Very well instructed. Thank you Josh.
now that's what i can call a perfect tutorial on uv's
13 mins and all described appropriately
Great video! Easy and clear explanation. Thanks!
Helps a lot. Thanks! I finally understand, where I should place seams or not.
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.
Definitely upped my modeling game watching your videos :D
This is the best explanation I have seen by far. Thank you so much!
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
Super useful!! Already applied these techniques to a UV unwrap.
7:00 Most important analogy to understand uv-unwrapping
Great tutorial, I find your channel more and more useful as I progress. Thank you!
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
Gonna try this. Very simple technique Josh. Nicely explained. 👍
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
Life saver workflow man!
simple tips to take u straigght to mastery, u gave us an actual understanding not just steps this is brilliant/ thankyou good buddy
Great tutorial, Josh you rock. Many thanks from Nova Scotia.
Thank you Josh for this excellent tutorial.
Thank you som much, you made the process and how to do it so much easier
Xcellent advises! Congrats from France.
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.
Best tutorial on UV's thanks a lot !
Thanks, made something that I was struggling with easy!
this tutorial just made my day thanks easy and effective
Thank you...this was easy to follow and just what I needed to know....perfect thanks
Thank you for the video i was so confused about this whole uv stuff it really helped me a lot
Extremely valuable info.. I'm actually excited to try this out
thanks for your efforts, really helpful
Amazing tutorial as always
best guide i could get thanks a lot
This is great! Thanks for sharing!
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!
Thanks man, yea I’ve seen you around for a while, glad you’re enjoying the vids!!
Best tutorial ever !!
Very nice tutorial. Thanks!
Absolutely incredible. Thank you
Bro thanks for this video it’s just what I was looking for
Great tutorial!!
Thanks a lot ! The video really helped me a lot to get through that damn UV step!
Excellent Tips! Well said!
Solved a bunch of n00b headaches for me. Thank you.
FANTASTIC - this really helped me out - a lot!!!! a huge Thank you!!!!
Thanks bro, definitely gonna try it today
This is great guide, thank you
Very helpful video, subbed and will keep an eye out for other helpful videos, great for beginners and those learning hard surface.
Thank for this great video👍 Kind of funny, this morning I could use the video and now you have uploaded one
Boom!
Thank you for the tips!
STEP BY STEP THANC YOU JOSH
This was really useful, thank you
This video was really helpful😄
Thank you !
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.
Very useful, thanks!
That was really helpful. Thank You So Much❤❤
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.
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.
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.
Thanks bro u really solve all my problems. 😍🥳
Brilliant thanks for the valuable information. 👍
Thank You
Thanks, very helpful info.
Love the techniques soo much .. helped a lot Thanks a bunch ♥
Thank you, master
Great vid as always.
My entire process is Tab>A>RMB>Cube Project
This is amazing!
Outstanding!
Excellent.
Not a Josh Gambrell video without the word Chamfer being said.
Damn straight
Yessss! Thankyou thankyou thankyou!
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)
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.
@@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
Bro said checker mode 🤣9:23
love your videos
Thank you! This is great.
beautiful
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.