I’ve been getting some uv distortion on the edges of islands when I rectangularize them. Is this something to worry about? How do you approach distortion?
There's no clear answer here honestly. If the distortion is too strong, then don't rectangularize. A lot of the times you would use some kind of a Triplanar projection that is then baked onto the UVs, so the texture is compensating for the distortion in the UV map so it looks fine on the model. But yeah, you would have to just assess your own project and pick your battles. There's no absolute right or wrong.
Hah man I don't even know, I just google "Fellow stagg top view" on google and it's right there. Here museumstore.sfmoma.org/products/ekg-pro-studio-matte-black?variant=42540988760242
Maybe I'm going to say something stupid, but does it make sense to unwrap a model where the texture is always the same, like ceramic or plastic? If I put cubic projection on my texture it should work for small details no?
I would recommend using the triplanar node for things like this, you can kinda cheat without uving using multiple triplanar materials layered with each other, to break up surface repetition.
That's a great question. If you're using unique projections for each texture, than technically you don't need UVs. But that would significantly limit you. First, you wouldn't be able to animate-deform the model because the textures won't stick to it without UVs. Second, you wouldn't be able to use the model in other programs/render engines, since you would have to set up the unique projection in each separate engine. And third, you wouldn't be able to create textures in programs like Substance painter. But like Bendosage said, you could just use Triplanar (I like XYZ to UVW in Octane), that's what I'm using in the next video tutorial when texturing this model, I'm not even really using the UVs.
Here's my reply to another similar question: That's a great question. If you're using unique projections for each texture, than technically you don't need UVs. But that would significantly limit you. First, you wouldn't be able to animate-deform the model because the textures won't stick to it without UVs. Second, you wouldn't be able to use the model in other programs/render engines, since you would have to set up the unique projection in each separate engine. And third, you wouldn't be able to create textures in programs like Substance painter. But yeah you can just use XYZ to UVW or another projection node to override the (lack of) UVs, which is what I'm doing in my next tutorial texturing this model.
i watched first 6 seconds and i think u have problem with textel those cubes needs to be same size for achieving realism if i am wrong then sorry but j am pretty shure that textel on your models in different and this is a mistake
Really good point. Texel size is important but, from what I understand, it only truly matters if you fit all the UVs of every single part of the model into a single UV block or a set of UDIMs. In this case, each part had its own separate UV set so I just adjust the size of each texture according to the part's UVs. But I'll admit I'm not a UV master so I might be wrong, but I don't think it matters if your model is broken down into separate parts.
Can't emphasize enough how great your tutorials are. Thanks!
You got it dude!
Almost an hour of greatness, very well done bro!
My pleasure buddy. Would love to do more of these.
Really appreciate this in depth tutorial! Been a fan of your work since a long time now.
Of course Bharat, it's my pleasure!
SO SO GOOOOD!!
i enjoy watching these so much. you videos have always taught things that end up saving my @$$ on projects. Thank you for sharing your wisdom!
Man, that's incredible! I love that. Made my day!
Great video. I've learned sooooo much. Great work. Thank you.
Let's goooo
Sooooo relaxing to watch this type of content lol
Hahah who needs therapy am i right
Maaaaaaaaaan you flying ...Thanks for this
Can't stop!
Love UV Unwrapping tutorials in Cinema 4D as it is not as good as in other 3D softwares
Yeah it's tricky but honestly, you can achieve a lot!
Love this! Thanks for all the nice UV tips! Lots of gems in here!
My man Zak! Honored to see you here!
Great tutorial ! Thank you very much for your work.
My absolute pleasure!
Amazing!
Great tutorial bro
Thanks buddy
Thank you
My pleasure!
yo PLEASE make a video on reprojecting displacement maps AND normal maps from high poly to low poly in zbush!!
It's coming
More modeling tutorials!
Yes! I want to!
wooooow!
Yezzir!
💯💯💯
I’ve been getting some uv distortion on the edges of islands when I rectangularize them. Is this something to worry about? How do you approach distortion?
There's no clear answer here honestly. If the distortion is too strong, then don't rectangularize. A lot of the times you would use some kind of a Triplanar projection that is then baked onto the UVs, so the texture is compensating for the distortion in the UV map so it looks fine on the model. But yeah, you would have to just assess your own project and pick your battles. There's no absolute right or wrong.
Would love to know your setup too
My computer setup? Threadripper 2920, 3090 RTX, 4090 RTX, 128GB RAM, couple of SSDs
for the love of god. how did u get the topview ref pic?
museumstore.sfmoma.org/products/ekg-pro-studio-matte-black?variant=42540988760242
yh i really want to follow along but cant find a top ref picture.
Hah man I don't even know, I just google "Fellow stagg top view" on google and it's right there. Here museumstore.sfmoma.org/products/ekg-pro-studio-matte-black?variant=42540988760242
Maybe I'm going to say something stupid, but does it make sense to unwrap a model where the texture is always the same, like ceramic or plastic? If I put cubic projection on my texture it should work for small details no?
I would recommend using the triplanar node for things like this, you can kinda cheat without uving using multiple triplanar materials layered with each other, to break up surface repetition.
That's a great question. If you're using unique projections for each texture, than technically you don't need UVs. But that would significantly limit you. First, you wouldn't be able to animate-deform the model because the textures won't stick to it without UVs. Second, you wouldn't be able to use the model in other programs/render engines, since you would have to set up the unique projection in each separate engine. And third, you wouldn't be able to create textures in programs like Substance painter.
But like Bendosage said, you could just use Triplanar (I like XYZ to UVW in Octane), that's what I'm using in the next video tutorial when texturing this model, I'm not even really using the UVs.
Is it necessary to UV unwrap?
Here's my reply to another similar question:
That's a great question. If you're using unique projections for each texture, than technically you don't need UVs. But that would significantly limit you. First, you wouldn't be able to animate-deform the model because the textures won't stick to it without UVs. Second, you wouldn't be able to use the model in other programs/render engines, since you would have to set up the unique projection in each separate engine. And third, you wouldn't be able to create textures in programs like Substance painter.
But yeah you can just use XYZ to UVW or another projection node to override the (lack of) UVs, which is what I'm doing in my next tutorial texturing this model.
i watched first 6 seconds and i think u have problem with textel those cubes needs to be same size for achieving realism if i am wrong then sorry but j am pretty shure that textel on your models in different and this is a mistake
Really good point. Texel size is important but, from what I understand, it only truly matters if you fit all the UVs of every single part of the model into a single UV block or a set of UDIMs. In this case, each part had its own separate UV set so I just adjust the size of each texture according to the part's UVs. But I'll admit I'm not a UV master so I might be wrong, but I don't think it matters if your model is broken down into separate parts.