"Yeah. . .but how does it work" Remember all that, "math", you believed you would never need in, "real life", well here it is on full display. That. . .that's how it works.
So basically what you’re saying is: The 3D model is unwrapped by the software like a piece of origami which transforms its x-y-z coordinates into just x and y, thereby allowing the now 2D image made from that unwrapped 3D model to be overlayed on top of another 2D image, which the software then uses the x and y coordinates of to determine how to stitch the 2D image onto the 2D image created from the 3D model, and then the final 2D image created by stitching the two together is folded back into a 3D model.
I still do not understand the concept of texture space....if we unwrap 3d model what are UV coordinates? Texture space is just square? So this transparent layer on top of actual texture is texture space containing flat representation of 3d model?
I have been searching for a very long time as to how to, both download and import UV Maps into blender. Why is this so hard to find? Does anyone out there have the answer?
Best explanation I have seen of UVs online
Thank you! Chunck is absolutely fantastic at breaking down complex topic into simple explanations
@@fnmarket great stuff 👍🏻
"Yeah. . .but how does it work"
Remember all that, "math", you believed you would never need in, "real life", well here it is on full display. That. . .that's how it works.
one single best explanations on UV!!! great job, thank you!!
So basically what you’re saying is: The 3D model is unwrapped by the software like a piece of origami which transforms its x-y-z coordinates into just x and y, thereby allowing the now 2D image made from that unwrapped 3D model to be overlayed on top of another 2D image, which the software then uses the x and y coordinates of to determine how to stitch the 2D image onto the 2D image created from the 3D model, and then the final 2D image created by stitching the two together is folded back into a 3D model.
You, my friend, just explained everything in a single paragraph.
Right off the bat, instant UV burn. I really do need to go outside more, gawd damn!
that origamy example is fucking great, I love this channel
Thanks guys for this amazing video🖐 It would be really really great if u make a video on optimization methods for games😀
Thanks for the idea! We'll definitely add it to our to-do list :)
Definitely deserves more views
Educating for shaders. Would be nice if this tied back into Linear Algebra.
I really need more UV's
i wish this was done in podcast format
Great video! Thanks!
I just want to learn how can you eliminate seams in substance they are annoying even can't be removed from Tri planar mapping
UDIMs
This video is very helpful! Thank you!
is that you Chunck, awesome explanation by the way!!
Yes! Chunck is the instructor of this course :)
I still do not understand the concept of texture space....if we unwrap 3d model what are UV coordinates? Texture space is just square? So this transparent layer on top of actual texture is texture space containing flat representation of 3d model?
Wow
I got it now better that watching those 40 min vids
Thanks for the Video explanation.
Who else is here from Vintage Story modding wiki? ^^
I have been searching for a very long time as to how to, both download and import UV Maps into blender. Why is this so hard to find? Does anyone out there have the answer?
Tanks for the explanation
Very informative. Thank you sir. 😊
Great thank you!
Can you make a video on vfx in blender
vfx is a large topic - what specifically would you like to see; modeling, simulation, rendering, cinematics?
@@fnmarket we would like to see simulations and cinematics. Everyone would love it and be thankfull for it.
We'll add simulations to the to-do list! For cinematics, we already have a free video on the topic here ua-cam.com/video/foPviNon_jI/v-deo.html
@@fnmarket Thank You very much. I appreciate your hardwork to help others learn. Means a lot🙏❤
❤❤
Now make a uv mapping tutorial in hex editor
Why?
@@palashdutta382 bekaus I want