Blender Anime Square UV-Mapping - (LOW-POLY Techniques)

Поділитися
Вставка
  • Опубліковано 27 жов 2024

КОМЕНТАРІ • 56

  • @TheRoyalSkies
    @TheRoyalSkies  3 роки тому +30

    UA-cam MEMBERS Please Read - I have just found out that for the last 7 days, Members have not been getting notified when I post my daily updates in the community tab anymore. UA-cam changed something, and they don't tell us Creators what or why. I've spent hours looking for answers, but cannot find anything - And, because you can't get notifications, I don't know how else to convey this information to you guys -
    Please just know that I do still post updates for Members nearly everyday, you just aren't going to see the notifications until UA-cam fixes/changes things :(

  • @Space_Masters
    @Space_Masters 3 роки тому +44

    You can quickly square the selected UVs by enabling the UV Squares add-on in preferences, then press Alt-E.

    • @tomaterasu700
      @tomaterasu700 3 роки тому +1

      My blender doesnt have this addon? From what version is it bundled in?

    • @andresreyes6501
      @andresreyes6501 3 роки тому +1

      @@tomaterasu700 as he stated you can find it in preferences -> Addons -> search for uv squares -> install -> look it up on the side panel on the window of uv mapping.

    • @TheRoyalSkies
      @TheRoyalSkies  3 роки тому +9

      Thank you for sharing that! I'm not seeing it in the preferences. Does it come with Default Blender??

    • @xxVeidxx
      @xxVeidxx 3 роки тому

      @@TheRoyalSkies texTools is also a good add on

    • @flinn9090
      @flinn9090 3 роки тому

      is that a bought add on

  • @TheFuzzypuddle
    @TheFuzzypuddle 2 роки тому

    align y, align x, and follow active quads completely changed my world. I was working on a curvy, roundish thing, and I was trying to manually adjust the quads. It obviously takes forever. Then, I did what you said above and turned a long cuvry quad spaghetti into a beautiful straight, uniform shaft in a few seconds. it blew my mind. thank you so much!

  • @anyidentifier
    @anyidentifier 3 роки тому +5

    You made it. I can't believe an UA-camr teached me more than my Games High School (I don't even understand English very well!) Man, you're a God and I love you so much. I would love a Programmer Royal Skies by the way lol. Have a faaaaaaaaaaaaaaantastic day.

    • @xxVeidxx
      @xxVeidxx 3 роки тому

      Kk procura daniel franco (blender) insightz(3d pra games, blender/zbrush/ue4), escola revolution (arte no geral) e unhide(misto 2d e 3d) porém pago(compensa pq é barato) tbm man
      E claro se tu for artistao, rafa souza que et um monstro

    • @anyidentifier
      @anyidentifier 3 роки тому

      @@xxVeidxx Blender pra mim já tá num grau bom, tô precisando mais é de desenho e programação kkkkk. Texturizar não é pra mim

  • @j.lucassantos4223
    @j.lucassantos4223 3 роки тому +1

    The best blender channel!! Thanks man!

  • @aftamat4ik
    @aftamat4ik 3 роки тому +8

    there is also addon named - uv squares, i have that. It can unwrap things into proportional squares. I use that in my cloth and fabric areas.

  • @unclebourbon9943
    @unclebourbon9943 3 роки тому +8

    Looks a lot like the Karasawa. I see you're also a man of culture.

  • @diarionmadison
    @diarionmadison 3 роки тому +1

    I always look forward to these!

  • @nanaouzumaki6044
    @nanaouzumaki6044 3 роки тому

    very helpful ! i never organize my uvs,now i should. it looks neat.

  • @UnderdogDen
    @UnderdogDen 3 роки тому

    Can't wait for the squaring UV's on a complicated model

  • @kriegs8315
    @kriegs8315 3 роки тому +1

    Yes

  • @shivam7156
    @shivam7156 3 роки тому

    Gods work

  • @sk.mahdeemahbubsamy2857
    @sk.mahdeemahbubsamy2857 3 роки тому +4

    That looks like the Beam Rifle from halo 2 and 3

  • @rubyy.7374
    @rubyy.7374 3 роки тому +1

    Will a future tutorial be on where to draw the lines? That bit’s stumping me.

  • @soloplayer8664
    @soloplayer8664 3 роки тому +4

    I Flex didn't skip ads and early

  • @farianderson168
    @farianderson168 3 роки тому +1

    cool, but what are square UV's good for ?

  • @prodeous
    @prodeous 3 роки тому +1

    Do wonder, what is the purpose to squaring every single UV, especialy shapes that don't look like they would benefit.

  • @booots3857
    @booots3857 3 роки тому +1

    nice 😍

  • @Thesupperals
    @Thesupperals 3 роки тому +1

    🔥🔥🔥🔥🔥🔥🔥🔥

  • @LowPolyJack
    @LowPolyJack Рік тому

    Wouldn't using cube projection be useful in this case?

  • @LC-yo3bj
    @LC-yo3bj 3 роки тому

    Genius

  • @gendalfgray7889
    @gendalfgray7889 Рік тому +1

    But why you need to suaqre unwrap something?

  • @AkkiAdachi
    @AkkiAdachi Рік тому

    this so way to confuzing for me though ive seen some of their other work and its amazing and has tought me alot but i need somthing way simpler then this

  • @HyperSpace123
    @HyperSpace123 2 роки тому

    I really like this square uv style because of the preserved details resolution, but I am having uv stretching problems when squaring up of uvs. This causes uneven detail resolution on different parts of my model. How would you solve this problem? Thanks.

  • @FerGalicia
    @FerGalicia 3 роки тому

    It seems that it would be prett easy to make an addon that create this type of UVs based on the surface size the polygons have.

  • @SSENiOR
    @SSENiOR 3 роки тому

    Question... are there any other benefits to having the square UV

  • @Hyphen3372
    @Hyphen3372 3 роки тому

    do you use blender 2.83lts or blender 2.9?

  • @AstralNostalgia
    @AstralNostalgia 2 роки тому

    is it useful for ps1? I mean I apply the same as you...I also find is the only and psisble solution for blender and uv lowpoly, cause by defaul the basic uv features are blender are ok ,but blender is a sofrware tha in terms of uvmapping is not so good..I mean in blender you can waste a lot of uv space so the best way to avoid that is take the time on the uv and use at maximum all the limited toos that the software has.

  • @Radar_2576
    @Radar_2576 3 роки тому

    But why we wouldn't do it like select all, then press U (unwrap menu) > Cube projection, to make it automatically? Just a question

    • @andresreyes6501
      @andresreyes6501 3 роки тому +1

      Im guessing for understanding, auto uv unwrapping is practically throwing the dices and hope for a good unwrapping, doing it manually he knows what is what and can arrange it better like with color groups or sizes as he said.

    • @LC-yo3bj
      @LC-yo3bj 3 роки тому +1

      It's super easy for that method to fail and give you some wack ass super stretched uva

    • @andresreyes6501
      @andresreyes6501 3 роки тому +2

      @@LC-yo3bj agree

  • @GlacierFox523
    @GlacierFox523 Рік тому

    I still think this is witch craft no matter how many times i see this. Mainly because it betrays everything I learned in college twice I should say.
    Like how does this not get affected by uv streching and what not as that is currently my problem with unwrapping. Granted most anime shapes being a single color probably has something to do with no streching compared to normal.

  • @IchigoFurryModder
    @IchigoFurryModder 3 роки тому +1

    Yes 64

  • @WeyounLP
    @WeyounLP 3 роки тому

    honestly I have no idea what this is supposed to be for? can you post a pic of a finished "anime style square uv textured" weapon?

    • @andresreyes6501
      @andresreyes6501 3 роки тому +1

      Ok im gonna try breaking it for you, why he wants to do this and why you should know how to do this, ok?
      1.-This type of unwrapping its made by arcs system generally for their anime style fighting games and he said so at least a million times on his other videos.(For what you need to understand this is that is used in the pro pipeline of a major gaming company).
      2.-Quality, what i mean when he does this he can shrink th size of the texture if needed and it wont lose much definition what i mean is it can be shrinked from 4k texture to 512x512 and thats a major optimization especially if your working in games in other fields its preffered to use the higher texture to preserve details as much as possible and it lets you work with fabrics an so on in higher texture maps but the downside is performance so in games is a big nono.
      3.Shading+Outline, As i said before Arcs system use this quad uv unwrap so it it can be conprehended better by their team and to work with outlines inside the model such as inside clothes, muscles, masks,etc. Next is shading they work with normals for this and making this type of texture lets them identify better the situation (and i kind of dont understand that part very much i would like to but dont have time and brains to learn this fast)
      4.- Optimization, as i wrote before you do this to maximize the use of the grid and square map so you dont use multiple texture maps that can make it so you loss some precious fps that is so needed
      5.-Organization, as i wrote in the previous points its let you maximize the use of your uv map so it lets you arrange better the sections for color groups and sizes as he said in this video.
      I think i tried to summarize from the top of my head the best i could if my grammar is bad i apologize beforehand to the grammar nazis so i dont get flagged for misspealing (español es mi idioma nativo, second language is english) and well is quite hard to write english with ES keyboard on the phone and im too lazy to fix i hope that you could at least grasp the idea that i tried to explain in the use of this method.

    • @Legendarior
      @Legendarior 3 роки тому

      When Arc system wanted to create an anime shader, they wanted to render some "black lines" on the model to simulate line art in 2D. To add those lines (for exemple the contour of a bicep), they painted them in a texture. They noticed that when closing up on those lines, they weren't "clean", they had jagged edges, called aliasing, which are coming from the fact that on the texture the line art was painted in diagonal, which lends itself to aliasing and filtering artefacts. So to resolve this issue, Arc system started to align the faces for the polygons that represent the line art on the X and Y axis, to prevent texture aliasing and filtering byproducts. Hence the rise of Axis-Aligned UV unwrapping.

    • @WeyounLP
      @WeyounLP 3 роки тому

      @@Legendarior I see. So those black lines would not be a dynamic effect but permanently painted on to the texture? I suppose it would make sense to do this if the rest of the model has only simplistic textures/materials, as making everything into squares would normally warp any sort of detailed texture, or mess up the pixel density?

    • @Legendarior
      @Legendarior 3 роки тому

      @@WeyounLP Arc uses several type of art lines, those in the mesh (as described above) are painted in the texture, the other is the outline, which probably uses a variation of inverse hull expands shader with the thickness that varies based screen-space. The closer the camera is to the model, the thicker the outline (just like it would behave if you zoom on a 2D image).
      For the warping: this is up to you to decide how you will arrange your faces on the UV map, not all edges need to be Axis-aligned, just does that are part of "art line" contour, this is why Arc's model have a non-conventional topology. You could also use another UV map if you want, but will require several render passes. The easy solution is to just not warp the faces on the UV where the details would go (let's say an emblem) and wrap more the faces around it that have no detailing, you could even collapse some triangle if all they do is have 1 colour. Arc system had a GDC talk a few years back discussing their shading, it's on UA-cam.

    • @WeyounLP
      @WeyounLP 3 роки тому +1

      @@Legendarior Ive already watched some more stuff about it, your explaination makes alot of sense. thank you

  • @michaelfreakinggabbert
    @michaelfreakinggabbert 3 роки тому

    All these squares make a circle

  • @zerorospot
    @zerorospot 3 роки тому

    what happens if you make them all the same size?

    • @andresreyes6501
      @andresreyes6501 3 роки тому +1

      What it can happen is, squash and stretch of texture, lose of details, organization can be loss like overlapping and missing some quads, all this said from experience so take it with a grain of salt

  • @xxerbexx
    @xxerbexx 3 роки тому

    hmmm still nope

  • @baraneo8195
    @baraneo8195 3 роки тому +2

    God so truly loves us all! Never forget! For God the Lord most high so truly loves all! Repent and trust in God who is infinitely above all and be saved! Amen! Honestly these videos are incredible, keep up the work royalskies.