Great tutorial as always!!! I didn´t know how to used UV mapping in UE and now I have a good knowledge to start to experimenting. Thank you very much!!
great tutorial! but I am facing a problem where, my mesh has 2 UV maps which are both incorrect and useless, and when i generate (auto generate) UVs, they look pretty good for my purpose and I even bake some AO textures with it, but then when I preview the UVs in the static mesh settings, its not updated to my generated one. And the AO baked texture does not even fit on it.. do you have any clue why that is ? :/
Nice work, But how to i Auto Unwrap or even Project UV data to another Channel other than 0.. ? It always shows UV 0 as the channel, but i might want to use a different UV channel for my Diffuse vs my Curvature map for example?
UE is in the early stages of modeling and uv work. For more accurate customisation i always suggest to find tune everything in your preferred DCC and leave only the basic stuff to tweak in UE
UV Channel 1 is often reserved for lightmaps, which are used in traditional baked lighting systems to store lighting information.Since Lumen does not rely on baked lightmaps, you do not lose any dynamic lighting information by not having UV1 built.
@@sarkamari Great Thanks. I notice that the XFormUV tool doesn't show the layout live in the video. (You have to switch to Layout to see it). It would be nice to show the layout at the same time when in the XFormUV Tool.
Hi thanks for the video it is great! Do you know if there is a way to export your UV layout you make in Unreal as an image so you can use it as a reference layer in a program where you are making the texture? Without that feature I feel like a lot of what we can do in Unreal for making UVs is pointless unless you are just adjusting to an existing texture.
Thank you very much for this and all other great tutorials. I have a ton of self made Sketchup architectural designs witch i use in UE (5.2). Now, UV's are the weak points on Sketchup. Could you do a tutorial on such a model? I have log cabins and all the way up to apartment buildings, all with interiors.
Hey! I got a question. I am searching and searching but can't really find an answer. I am unwrapping a simple model (an underground plastic chair with bevelled ends) in blender and want to import it into quixel mixer. It works but as soon as I auto smooth the model in blender it's getting transparent and missing sides in Mixer. My other method was to model it in Unreal and unwrap it in Unreal and importing it from there to quixel mixer but then I am getting the Error "No UV Coordinates were found for your mesh". I am really getting crazy here because I usually don't have problems with other stuff which I import into Mixer. Would be nice to know if you encountered this and what you would suggest.
That’s odd, I’ve never encountered this issue before. Just a reminder that UVs are stored in channel (set) 1. Does the mixer let you choose a specific channel?
Yes, unwrapping UVs is still necessary in Unreal Engine 5, especially if you want to apply textures, materials, or other map types (like normal or displacement maps) to your models. UV unwrapping is the process of flattening a 3D model's surface so that a 2D texture can be mapped onto it correctly. Without unwrapped UVs, textures wouldn’t be applied properly because the engine wouldn’t know how to project the 2D image onto the 3D surface. The reason UV unwrapping is done is to provide a way to map 2D texture data onto a 3D object.
Hi. This lesson is life saving. Thank you very much!
Nice lesson. Good tool, I hope that they expand it even further.
Great tutorial as always!!! I didn´t know how to used UV mapping in UE and now I have a good knowledge to start to experimenting. Thank you very much!!
Always wondered why stacking UVs was good ;) I was always told to not stack.
great tutorial!
but I am facing a problem where, my mesh has 2 UV maps which are both incorrect and useless, and when i generate (auto generate) UVs, they look pretty good for my purpose and I even bake some AO textures with it, but then when I preview the UVs in the static mesh settings, its not updated to my generated one. And the AO baked texture does not even fit on it.. do you have any clue why that is ? :/
Nice work, But how to i Auto Unwrap or even Project UV data to another Channel other than 0.. ? It always shows UV 0 as the channel, but i might want to use a different UV channel for my Diffuse vs my Curvature map for example?
UE is in the early stages of modeling and uv work. For more accurate customisation i always suggest to find tune everything in your preferred DCC and leave only the basic stuff to tweak in UE
Thanks for this great tutorial.
Question, if we use "Lumen", do we lose something if we don't build lights for UV1 ?
UV Channel 1 is often reserved for lightmaps, which are used in traditional baked lighting systems to store lighting information.Since Lumen does not rely on baked lightmaps, you do not lose any dynamic lighting information by not having UV1 built.
@@sarkamari Great Thanks. I notice that the XFormUV tool doesn't show the layout live in the video. (You have to switch to Layout to see it). It would be nice to show the layout at the same time when in the XFormUV Tool.
Hi thanks for the video it is great!
Do you know if there is a way to export your UV layout you make in Unreal as an image so you can use it as a reference layer in a program where you are making the texture?
Without that feature I feel like a lot of what we can do in Unreal for making UVs is pointless unless you are just adjusting to an existing texture.
Quick and easy! Thank you! ❤
Thank you very much for this and all other great tutorials. I have a ton of self made Sketchup architectural designs witch i use in UE (5.2). Now, UV's are the weak points on Sketchup. Could you do a tutorial on such a model? I have log cabins and all the way up to apartment buildings, all with interiors.
Thank you for this!
Hey! I got a question. I am searching and searching but can't really find an answer. I am unwrapping a simple model (an underground plastic chair with bevelled ends) in blender and want to import it into quixel mixer. It works but as soon as I auto smooth the model in blender it's getting transparent and missing sides in Mixer.
My other method was to model it in Unreal and unwrap it in Unreal and importing it from there to quixel mixer but then I am getting the Error "No UV Coordinates were found for your mesh".
I am really getting crazy here because I usually don't have problems with other stuff which I import into Mixer. Would be nice to know if you encountered this and what you would suggest.
That’s odd, I’ve never encountered this issue before. Just a reminder that UVs are stored in channel (set) 1. Does the mixer let you choose a specific channel?
thank you very muchly 💖
THANK YOU
This is the second part of a tutorial, it is said in the beginning. But where is part 1?
I renewed the modeling toolkit vids quite recently. As for uv mapping in UE this is the only one
you didnt cover seamEd tool in the same UV tools
17:35 looks like Akira Yamaoka 🤣
How to visualize UV map in a object that has multiple materials
But is it still necessary to unwrap uvs for ue5? Why is this done anyway?
Yes, unwrapping UVs is still necessary in Unreal Engine 5, especially if you want to apply textures, materials, or other map types (like normal or displacement maps) to your models. UV unwrapping is the process of flattening a 3D model's surface so that a 2D texture can be mapped onto it correctly. Without unwrapped UVs, textures wouldn’t be applied properly because the engine wouldn’t know how to project the 2D image onto the 3D surface.
The reason UV unwrapping is done is to provide a way to map 2D texture data onto a 3D object.
Hey man, may i ask how we can mirror uvs in y axis?
I didn't know unreal had UV mapping
Neither did I until i watched this video 😉
Does UE5 also do baking with curvature?
Not that I am aware of. I'd use Mari , Painter or even Sampler for that.
@@sarkamari What is "Sampler?" I did a Google search, but nothing came up. Is it a Free app?
Hope this helps:
ua-cam.com/video/rE8RGbBfurs/v-deo.html
Sir pls upload new nuke tutorials
Will do. Soon
@@sarkamari Thank u 😃
how moronic is it to make the screen smaller by projecting it onto a smaller screen?!