I think unwrapping should be in a way that you dont need to distort texture in photoshop because in product shots eyeballing it wastes a lot of time. the UVs must be unwrapped using the checkerboard texture to remove maximum distortion so its extremely easy when you work with multiple products with labels etc
Under projection choose cylindrical and then relax UV-s until it is straight. That way it is proportional. Stretching it in photoshop is not the way to do it.
I'm new to C4d and noticed that immediately. I was thinking that's not right. You shouldn't have to "pre-distort" an image to look properly on your model. Thanks for pointing that out. The rest of the tutorial was pretty handy and simple.
The only thing I didn't like is how you fixed the stretching part. You can't use that method for commercial work. It's not exact. There's got to be a way to do it in a more exact way. I think I saw in a course someone doing it with an x-presso size calculator.
if the file revert texture to save or the layer not showing select the layer you saved in the windows of texture UV editor in the top select texture if not showing click the side arriw next to project keywork : gray out revert texture to save or follow this video till 1:35 ua-cam.com/video/hctOSImbmSU/v-deo.html
Thank you for this awesome tutorial. With your help I put the label on the bottle model that I made by your lessons. I don’t have Photoshop , so I couldn’t do everything correctly. I used free online Photopea program to make labeled texture. I didn’t have UV Mash layer in there. Just saved texture as psd file in C4D, then in Photopea put the label as the second layer, turned off background and saved as psd and as png. Firstly , I opened the psd texture in C4D , but it made the label with white edges (it has to be on transparent background ), so I couldn’t use psd file. Secondly, I opened png texture and it was transparent. I don’t understand the essence why should we open the texture in the UV texture Editor if we have to make it in the material editor. We just could save the texture, put the picture on it, save and open it straight away in material editor. It seems it works. If you know the reason why we don’t do like this let me know. It was very useful that u showed how to make transparency in Alfa channel with shader. I thought my png file was not transparent cuz I did it differently without Photoshop. But your tips fixed the problem. Thanks I am not sure that my method will work when I make more complicated texturing like the box for beers. If you plan to do the second part of lesson in C4D 2023, could you please explain how we can do it without direct transitions of textures from C4D to Photoshop. Maybe we just can save textures as jpg or png, and it will work. It is strange that C4D stretched the picture of the label. We just could use any png pic and open it in the material editor and would have stretched picture. I can get it. But when we do mapping in UV editor we expect the accurate transition of the picture, but it is not exactly the same as we planned , so what is the point if it? And again if we do more complicated stuff and it will stretch, then it will be annoying to remake all parts of the project. Idk, it’s just my thoughts, I am new in 3D, just try to understand how it works. Anyway I did the simple label for the bottle with your lesson. Hopefully will do the packaging as well. Many thanks. 🙏 Sorry for long comment.
Thank you for this! This means a ton. Yes, you don't have to re-open the texture in UV edit, that was just a way to show that the file had saved and it will show up in C4D. And a PNG file is just fine, you don't have to create a PSD file, that just allows you to have layers if you want. The label looks stretched because the actual 3D label is wider than the square UV map, so by taking up more space in the UV editor, the label will stretch horizontally because the 3D label is wider.
@@MotionTeaching thank you for your clear explanation. Could you please tell us are you planning to make a tutorial of more complicated UV mapping in c4d 2023 ? For instance, like u did before packaging for beer bottles.
Yes I am planning to do an update. I also want to explain further how to use the UV Edit workspace to create layered images like in Photoshop, without needing to go outside of Cinema 4D to do it. Thank you again for all the feedback and interest.
Hey guys. I have got a problem, could u help me? I am doing label for beer bottle. I made a uv map, saved it and created a label. Downloaded it in the material texture and it fits perfectly, nothing stretched or distorted. The problem is it’s blurred on the bottle, however in the texture uv editor it looks clear. I tried to save texture in small resolution like 2045 pixels, bigger one 4089 pixels and remade the label couple of times, result is same , it is blurred on the object. What could be the reason of it? Thanks
@@MotionTeaching Thanks 🙏 the problem is solved now. It was a bug. I could share the result of my work, as I have finished your course “Pack of beers 🍻” do u have Instagram?
Updated tutorial on creating the UV map for the Six Pack Case: ua-cam.com/video/fpgpGHnpc1I/v-deo.html
I think unwrapping should be in a way that you dont need to distort texture in photoshop because in product shots eyeballing it wastes a lot of time. the UVs must be unwrapped using the checkerboard texture to remove maximum distortion so its extremely easy when you work with multiple products with labels etc
Under projection choose cylindrical and then relax UV-s until it is straight. That way it is proportional. Stretching it in photoshop is not the way to do it.
I'm new to C4d and noticed that immediately. I was thinking that's not right. You shouldn't have to "pre-distort" an image to look properly on your model. Thanks for pointing that out. The rest of the tutorial was pretty handy and simple.
The only thing I didn't like is how you fixed the stretching part. You can't use that method for commercial work. It's not exact. There's got to be a way to do it in a more exact way. I think I saw in a course someone doing it with an x-presso size calculator.
Interesting problem. There's got to be a way to make a UV grid that will delineate measurements and stay to scale when it's on the 3d model.
I'll look into that.
Agree, If u guys know how to fix the problem of stretching please let me know. I would like to lear more about that. Thanks
Or you can always use Rizomuv problem solve. 😂
if the file revert texture to save or the layer not showing select the layer you saved in the windows of texture UV editor in the top select texture if not showing click the side arriw next to project
keywork : gray out
revert texture to save
or follow this video till 1:35
ua-cam.com/video/hctOSImbmSU/v-deo.html
This is so useful! Glad I found this! Many thanks for sharing this easy solution!
Glad it was helpful!
I recommend to load the image in the C4D editor i a separate layer. Way easier to make changes to the label.
Thanks for the tutorial, I'll try it myself
Thank you for this awesome tutorial. With your help I put the label on the bottle model that I made by your lessons. I don’t have Photoshop , so I couldn’t do everything correctly. I used free online Photopea program to make labeled texture. I didn’t have UV Mash layer in there. Just saved texture as psd file in C4D, then in Photopea put the label as the second layer, turned off background and saved as psd and as png. Firstly , I opened the psd texture in C4D , but it made the label with white edges (it has to be on transparent background ), so I couldn’t use psd file. Secondly, I opened png texture and it was transparent. I don’t understand the essence why should we open the texture in the UV texture Editor if we have to make it in the material editor. We just could save the texture, put the picture on it, save and open it straight away in material editor. It seems it works. If you know the reason why we don’t do like this let me know.
It was very useful that u showed how to make transparency in Alfa channel with shader. I thought my png file was not transparent cuz I did it differently without Photoshop. But your tips fixed the problem. Thanks
I am not sure that my method will work when I make more complicated texturing like the box for beers. If you plan to do the second part of lesson in C4D 2023, could you please explain how we can do it without direct transitions of textures from C4D to Photoshop. Maybe we just can save textures as jpg or png, and it will work.
It is strange that C4D stretched the picture of the label. We just could use any png pic and open it in the material editor and would have stretched picture. I can get it. But when we do mapping in UV editor we expect the accurate transition of the picture, but it is not exactly the same as we planned , so what is the point if it?
And again if we do more complicated stuff and it will stretch, then it will be annoying to remake all parts of the project. Idk, it’s just my thoughts, I am new in 3D, just try to understand how it works.
Anyway I did the simple label for the bottle with your lesson. Hopefully will do the packaging as well. Many thanks. 🙏
Sorry for long comment.
Thank you for this! This means a ton. Yes, you don't have to re-open the texture in UV edit, that was just a way to show that the file had saved and it will show up in C4D. And a PNG file is just fine, you don't have to create a PSD file, that just allows you to have layers if you want. The label looks stretched because the actual 3D label is wider than the square UV map, so by taking up more space in the UV editor, the label will stretch horizontally because the 3D label is wider.
@@MotionTeaching thank you for your clear explanation. Could you please tell us are you planning to make a tutorial of more complicated UV mapping in c4d 2023 ? For instance, like u did before packaging for beer bottles.
Yes I am planning to do an update. I also want to explain further how to use the UV Edit workspace to create layered images like in Photoshop, without needing to go outside of Cinema 4D to do it. Thank you again for all the feedback and interest.
Here's the updated tutorial for creating the UV map for the six pack case. ua-cam.com/video/fpgpGHnpc1I/v-deo.html
Perfect timing!
Thank you! Are you working on something similar?
@@MotionTeaching I was taking a look back at an older workflow I was using to generate UVs. Your approach I found very helpful.
Thank's! It's very understandable
Dude I felt pain when I saw how you made this label. Select polygons for label from existing bottle then split. Extrude or scale. Done.
Thank youuu!!
Holly crap, it was really long comment🤦♀️ the feedback is the smallest I could give u for sharing knowledge
❤
Hey guys. I have got a problem, could u help me? I am doing label for beer bottle. I made a uv map, saved it and created a label. Downloaded it in the material texture and it fits perfectly, nothing stretched or distorted. The problem is it’s blurred on the bottle, however in the texture uv editor it looks clear. I tried to save texture in small resolution like 2045 pixels, bigger one 4089 pixels and remade the label couple of times, result is same , it is blurred on the object. What could be the reason of it? Thanks
The only way I could help would be to see a picture of what you're talking about.
@@MotionTeaching Thanks 🙏 the problem is solved now. It was a bug. I could share the result of my work, as I have finished your course “Pack of beers 🍻” do u have Instagram?
@@irynahadzhan6218 yes I do. @pixl_pyro. Are you on LinkedIn?
@@MotionTeaching thanks. Yes , I registered there as well.
I'm sorry! But you don't know how to UV unwrap and you're making a tutorial!
I think before making tutorials you should first learn how to make uv unwrap of an object)
You have bad knowledge of unwarping UV maps into c4d. Learn it more