So gentle smooth long focus tut..thx.. ...you can hide parts of the mesh when using the option called selection hide. select what you want to hide in the edit mode try shift H, and go back with alt H. work even in the Object Mode after you select the parts in Edit Mode ... (safe as vertex groups can help to). that can help to get not lost in the mesh mess or select a wrong part while your view stuck or zoom deep into the mesh... Lokal view option is onother fast option to hide onother objects so you have less clutter in the viewport . save important often used functions or menue options with a right click and save it in the key Q menue .. that helps with fast acess for beginners without endless menue clicking. there is a x ray add on could even help to deal with view of the meshes🌐 so users can see what is really important not only in the remesh phase, maybe.. or another tip is the Forgotten Tools add on. with that tool you have options to select & save face, edge , vertex groups.. glad you produce such a great helping content. ...happy blending ... p.s. my tip for all please have a look at the blender conference 2022 talks... there are great talks not only 2022 ..the spirit of the people is amazing... ☯️🆒️🆓️
@@Outgang you helped not only me I think, .. its a pleasure to find such a great content & Infos and have a deep look inside blender . its the minimum I can do...thx
OKAAAAAAAY, this is absolutely crazy. This type of content is unfathomably amazing. It's professional, it's easy to follow, IT'S FREE, it's taught by someone who knows the area. Woweee this I gives many studios a run for their money when it comes to tutoring 😵💫
Thank you so much for doing a tutorial on this in Blender. There are millions of UV unwrap tutorials in Blender but they almost always involve unwrapping a hard surface model and hardly any on organic models. This has been so helpful, thanks again!
This is just incredible. As a 3d hobbist that's constantly trying to learn and become more professional with the tools out there (also having limited time, resources and money) , I must say I really appreciate and value what Outgang (and specially Laura does for this community), I really can't thank you enough. The amount of professional, well presented content this channel has (and for FREE), is invaluable. I'll be definitely considering subscribing to Outgang's program to look at the rest, hopefully soon.
As a begginer Ill have to come back and back and back again to this tutorial to greasp all this knowladge, Christ ! Awesome tutorial, thank you so much for giving us such a gift !
Looking forward to going through this entire process when I have a little more time and no school deadlines. Character modelling has been on my "to learn" list since starting school .. environments are my jam, but characters are a guilty pleasure. :)
Honestly, Thank you so much. I learned more here, than I did from my prof. I'm ashamed I didn't know if this channel earlier, and the fact that you worked/created one of my favorite VG characters Adam Jenson is just the cherry on top. This is hands down the coolest thing on UA-cam !!
ok why you don't have more subscribes than you deserve?! i am mostly into hardsurface but recently wanted to try out organic kind like creatures ...and i saw your chanel and it's been awsome...loving your work and kind heart to share you're knowledge with us...thank you and keep it up!❤
You are just amazing human being and artist I look up to and learning so much from you. I’ve been spreading my word and telling my friends to support you as well for being awesome teacher!
thankyou for these and other lessons. for now, i cant afford joining any paid lessons. but outgang studio is one on the top of the list that i want to join in the future when im already able to.
Maybe someone mentioned this already, but there is a shortcut to slide vertices/edges in Blender (which came up in the prior video). G for grab, then G again; GG. The second press of g will slide an already selected vertex or edge in line with the faces around it. Really great work. This was very informative!
I haven't even watched the full video... But I am favouriting this and subscribing. You are so clear and exceptional at explaining. Instantly subbed! I cannot wait to finally not hate Organic unwrapping
I'm learning a lot from this course, thank you for providing it free! I was just curious to know why closing the eye at 1:50:16 is suggested? Wouldn't that cause some bleed/overlap when baking textures?
i think its all in pursuit of maximizing space. the negative space isnt being used so by closing the eyes and mouth you are gaining those pixels on the texture AND you are creating straight edges which mean that pixels will follow the flow of the topology on the model and jagged 'staircasing' of pixels is avoided.
That's an extremely important subject and I'm very thankful for lending so many hours of your time to realize this material for free. It helps greatly people who are on a very tight bugget especially in these weird times.
Bonjour Laura, Great video! I suggest you look into the live unwrap + pinning interaction, it's very powerful for straightening UVs. Before I used the unwrap selected like you do but now I pretty much only use pinned vertices. Just a note, the align operators in textools don't automatically update the uvs with live unwrap but the default blender aligns do.
About the mipmap gap that you mentioned, there is actually a way to approximate a proper solution to soften the issue, the issues will happen depending on the final resolution of the texture, and you'll need to find which mip level do you care about, for instancing, usually anything beyond mip level 3 or 4 you wont be able to notice, so assuming a mip level of 4 you can simply do 2^4 which is 16, this is the space in pixels for the issue to not be visible. In blender you can set a texture in uv editor at the resolution of the final result and gauge the distance between island/shells until you have a spacing of 16 pixel, or use the packing with a padding of 16. But yeah, eye balling it also works XD
Thank you very much for this tutorial. So far i avoided doing UV's in blender because i mostly worked with rizum and was never force trying how things work in my fav 3d software. But now there are no excuses anymore, thanks to your tutorial :-) Even though i use zbrush for sculpting, i want to reduce the external software stack as much as possible, so i can stay in blender and don't need to import export my models to other software, if not necessary
Very Good Tutorial I'm trying to add PBR textures or skin textures to my sculpt and your Tutorial gave me alot of clarity and information to complete my project. Thank you ❤
Thanks for making the effort with Blender and teaching others what you learn! I managed to catch the tertiary details class Nov 1. Curiosity killed the cat. Had to know what a Zbrush was doing that blender supposedly "couldn't" since I have yet to be stopped doing anything I wanted to. On that note... There are a few ways to do those procedural passes with seamless 3D noise in blender 3.3. The noises you discovered thus far are ancient and slated to be removed, I believe. You can do the more modern versions either in geometry nodes or in the shader editor which is approximately like substance designer with nodes. You can use various mask options and vector mapping nodes to manipulate the noise the way you did in Zbrush. If you pass them to normal or displacement, you can even keep them in textures so you don't actually need 30M+ points. (since finals are all baked textures anyway, what's the difference?)
Hey Tony! It does. I had to take it down from the website temporarly to make room for a new givewaway. Shoot me an email at info@outgang.studio and I'll send you the head directly.
Nice demo, I picked up a couple tricks from it. The best way to move the UVs in UV Sync mode without breaking them is with the Grab Brush, or enable soft selection. For masking UVs, you have to hide what you don't want to mess with. Select the UVs, or Faces in the 3D viewport, then use the shortcuts, H, or Shift+H, or Alt+H. You may have to grow your selection with Ctr+ or Ctrl- an extra edge and enable lock borders on the Brush settings to not rip the UV edges while tweaking them. For selecting islands in UV Sync mode and in the 3D viewport, I set my preferences to allow island selection by double clicking, instead of pressing the L key.
I was JUST IN BLENDER about a week ago trying to unwrap a mesh, due to the fact that I am trying to phase out my use of autodesk products for these types of tasks (who wants thousands of dollars a year in licenses when blender literally has the whole toolset in one lightweight option). Blender IS easy to use, but there still is a learning curve and some features are certainly obfuscated if you're coming from 3ds max and mudbox, motionbuilder, etc, etc...
Yeah it takes some time to get over the hump so to speak eh? I hope it works out for you Bryan, it took me a few weeks but now I feel really good when using Blender. It's wonderful software.
On the mirroring UV part. Does anybody get the error message "some faces have are different size"? I am not sure but I think you have to have a quad only mesh for this to work (?)
I'm not sure what the solution is to the problem but I've done a few tests that were successful with triangles on the mesh. The problem may be elsewhere.
I found a solution (only works for symmetzrical meshes): UV edit the good side, go to 3D view and delete the faces of the object on the bad side and mirror them new (modifier or symmetrize). Then you have both sides of the mesh on one side of the UV. Go to "Select" menu and choose "Select flipped". Now you place the 2D cursor in the middle, change the rotation to around "2D" and flip it around the x axis in "UV" and then "Mirror". Probably need to disable sticky vertex selction and can't do it with UV Synch. I suppose you can make the character unsymmetrical again after you are done with the UV map?
Really good tut. Learned lots. Thank you so much. I've only just found your channel, while looking for organic uv unwrapping, and so glad I did. I'm here for the Blender tuts but see you have tuts for various other things I'd need to know that apply in general. Anyhow, I'm off to look at more of your vids...oh! And of course I've subbed...I'd be stupid not to.
Hello Laura! Thank you for the amazing opportunity to understand Blender essentials. I have a question - which version of Blender you've been used in this tutorial?
HELP I have got to his point in the video before and gotten stuck, now im here again! at 1:38:20, she Unwraps the internal verts as a way to clean up the UV. She does this out of UV sync and it just works but I find, because the whole head is selected in the viewport it still unwraps the whole thing, not the selection in my UV. Any ideas?
When ever I try to do the copy and paste UVs, the faces that i pasted on to have weird edges and verts. Like I'll click on one vert and three seemingly random verts get select. I was wondering if I missed something.
I have a question you might be able to clear up for me. What is the reason that Blender flips the head island on the side after a unwrap? Has it to do with axis setup in Blender? Where z is up... Just throwing it out there.
I don't understand the difference between the multires low poly and the high poly? I don't understand how to make it so my models look good without super high poly.
So gentle smooth long focus tut..thx..
...you can hide parts of the mesh when using the option called selection hide.
select what you want to hide in the edit mode try shift H, and
go back with alt H.
work even in the Object Mode after you select the parts in Edit Mode ...
(safe as vertex groups can help to).
that can help to get not lost in the mesh mess or select a wrong part while
your view stuck or zoom deep into
the mesh...
Lokal view option is onother fast option to hide onother objects so you have less clutter in the viewport .
save important often used functions or menue options with a right click and save it in the key Q menue ..
that helps with fast acess for beginners without endless menue clicking.
there is a x ray add on could even help
to deal with view of the meshes🌐
so users can see what is really
important not only in the remesh phase, maybe..
or another tip is the Forgotten Tools add on.
with that tool you have options to
select & save face, edge ,
vertex groups..
glad you produce such a great helping content. ...happy blending ...
p.s. my tip for all please have a look at the blender conference 2022 talks...
there are great talks not only 2022
..the spirit of the people is amazing...
☯️🆒️🆓️
Thanks for all the tips Sebbo!
@@Outgang
you helped not only me I think, ..
its a pleasure to find such a great content & Infos and have a deep look inside blender .
its the minimum I can do...thx
OKAAAAAAAY, this is absolutely crazy. This type of content is unfathomably amazing. It's professional, it's easy to follow, IT'S FREE, it's taught by someone who knows the area. Woweee this I gives many studios a run for their money when it comes to tutoring 😵💫
The best UV Unwrapping course on the internet!!!!!
in 3 years of using blender it's the first time I deeply understand how uv editing works, thank you for your truly professional contribution 🥰
Thank you so much for doing a tutorial on this in Blender. There are millions of UV unwrap tutorials in Blender but they almost always involve unwrapping a hard surface model and hardly any on organic models. This has been so helpful, thanks again!
can't believe you decided to give all that for free ! i really appreciate your efforts thanks a lot !
The blender community is so kind when it comes to teaching new people. Thank you
I'm only 33 minutes in and I've learnt more on this tutorial than any of the others combined. Thank you 🙏
you're amazing can't believe you're giving away such valuable resources for free. the world needs more people like you Laura! thank you so much
This is one of the most professional, useful and comprehensive tutorials I've seen for Blender, paid or not. Thank you so much.
This is just incredible. As a 3d hobbist that's constantly trying to learn and become more professional with the tools out there (also having limited time, resources and money) , I must say I really appreciate and value what Outgang (and specially Laura does for this community), I really can't thank you enough.
The amount of professional, well presented content this channel has (and for FREE), is invaluable. I'll be definitely considering subscribing to Outgang's program to look at the rest, hopefully soon.
You are one of the Best, Luv. Much appreciation for you!! 😉
Probably the best blender UV tutorial on UA-cam. Thank you.
As a begginer Ill have to come back and back and back again to this tutorial to greasp all this knowladge, Christ ! Awesome tutorial, thank you so much for giving us such a gift !
Thank you so much for making this available for everyone, it truly is a gift!
Looking forward to going through this entire process when I have a little more time and no school deadlines. Character modelling has been on my "to learn" list since starting school .. environments are my jam, but characters are a guilty pleasure. :)
Now THAT is what I call Quality Content! I've rarely seen anything this professional both on free or even paid platforms. Thank you so much!
Honestly, Thank you so much. I learned more here, than I did from my prof. I'm ashamed I didn't know if this channel earlier, and the fact that you worked/created one of my favorite VG characters Adam Jenson is just the cherry on top.
This is hands down the coolest thing on UA-cam !!
Yess! Happy to see a new video. Love your content.
Congrats Laura! This is top tier content!
Incredible. Looking forward to coming back to this over and over.
That was probably the best tutorial I have ever seen for UV unwrapping in Blender , thank you :)
Thank you Chris!
ok why you don't have more subscribes than you deserve?!
i am mostly into hardsurface but recently wanted to try out organic kind like creatures ...and i saw your chanel and it's been awsome...loving your work and kind heart to share you're knowledge with us...thank you and keep it up!❤
This is an awesome master class! You are definitely one of the best Blender teachers there are out there, thanks for all the videos!
Thanks Pro!
You are just amazing human being and artist I look up to and learning so much from you. I’ve been spreading my word and telling my friends to support you as well for being awesome teacher!
Outgang thank so much for the gift. This is totally awesome of you! Christmas came early! Ty.
thankyou for these and other lessons.
for now, i cant afford joining any paid lessons.
but outgang studio is one on the top of the list that i want to join in the future when im already able to.
love your content, thanks for sharing your knowledge 🔥🔥🔥🔥🙌🙌🙌
Wow !! .. What an EPIC premium contents you are sharing here .. Hats off and All Respects ♥♥♥
Maybe someone mentioned this already, but there is a shortcut to slide vertices/edges in Blender (which came up in the prior video). G for grab, then G again; GG. The second press of g will slide an already selected vertex or edge in line with the faces around it. Really great work. This was very informative!
Thanks for pointing that out Antique!
I haven't even watched the full video... But I am favouriting this and subscribing. You are so clear and exceptional at explaining. Instantly subbed!
I cannot wait to finally not hate Organic unwrapping
I'm learning a lot from this course, thank you for providing it free! I was just curious to know why closing the eye at 1:50:16 is suggested? Wouldn't that cause some bleed/overlap when baking textures?
i think its all in pursuit of maximizing space. the negative space isnt being used so by closing the eyes and mouth you are gaining those pixels on the texture AND you are creating straight edges which mean that pixels will follow the flow of the topology on the model and jagged 'staircasing' of pixels is avoided.
@@harrisonsnatt901 thank you for clarifying this for me!
that was amazing, and dense with information, in the best possible way. holy cow. phew. thank you for creating and uploading such a thorough course!
Laura you are amaaaazing thank you so much for sharing your talent and expertise with us! :D
That's an extremely important subject and I'm very thankful for lending so many hours of your time to realize this material for free. It helps greatly people who are on a very tight bugget especially in these weird times.
Glad to see more Pro artists using blender and contributing the community with these kinds of tutorials.
Bonjour Laura, Great video! I suggest you look into the live unwrap + pinning interaction, it's very powerful for straightening UVs. Before I used the unwrap selected like you do but now I pretty much only use pinned vertices. Just a note, the align operators in textools don't automatically update the uvs with live unwrap but the default blender aligns do.
Thank you so much for sharing this! Awesome Class! 🤩
HOW ARE ALL YOUR VIDEOS SO AMAZING.. HELP 😭💖
lol
Magic! Awesome class! Thx!
About the mipmap gap that you mentioned, there is actually a way to approximate a proper solution to soften the issue, the issues will happen depending on the final resolution of the texture, and you'll need to find which mip level do you care about, for instancing, usually anything beyond mip level 3 or 4 you wont be able to notice, so assuming a mip level of 4 you can simply do 2^4 which is 16, this is the space in pixels for the issue to not be visible. In blender you can set a texture in uv editor at the resolution of the final result and gauge the distance between island/shells until you have a spacing of 16 pixel, or use the packing with a padding of 16. But yeah, eye balling it also works XD
Thank you very much for this tutorial. So far i avoided doing UV's in blender because i mostly worked with rizum and was never force trying how things work in my fav 3d software. But now there are no excuses anymore, thanks to your tutorial :-) Even though i use zbrush for sculpting, i want to reduce the external software stack as much as possible, so i can stay in blender and don't need to import export my models to other software, if not necessary
cant believe this is free, tho i wish the skin detail part is the free one instead of uv unwrap, thanks alot for this learnt a lot
Can’t wait to watch this!!! Coming from Maya, Blender’s UV editor seems very lack luster to say the least. Been looking for a good tutorial👍👍👍👍
Wow wow wow this is amazing, I am signing up for the rest!
very generous ! that's the spirit !
Very Good Tutorial I'm trying to add PBR textures or skin textures to my sculpt and your Tutorial gave me alot of clarity and information to complete my project. Thank you ❤
KUDOS to you! What a valuable lesson. You're explaining stuff really good and its a joy to follow you !
Ctrl+Shift+M and Extend - mirroring selection across symmetrical topology
This is so generouse. Thank You very much for this gift.
Thanks for making the effort with Blender and teaching others what you learn!
I managed to catch the tertiary details class Nov 1. Curiosity killed the cat. Had to know what a Zbrush was doing that blender supposedly "couldn't" since I have yet to be stopped doing anything I wanted to. On that note...
There are a few ways to do those procedural passes with seamless 3D noise in blender 3.3. The noises you discovered thus far are ancient and slated to be removed, I believe.
You can do the more modern versions either in geometry nodes or in the shader editor which is approximately like substance designer with nodes. You can use various mask options and vector mapping nodes to manipulate the noise the way you did in Zbrush. If you pass them to normal or displacement, you can even keep them in textures so you don't actually need 30M+ points. (since finals are all baked textures anyway, what's the difference?)
Clean and focused knowledge, thank you so much for making it available.
It's awsome that there is like 3 hours of content!!! Cool!
btw it's hard to believe she has a voice like that lol...
what a perfect timing, i just want to start learning uv character 😆
💯 perfect! Couldnt be elsewhere. Outgang!
Thanks R!
Thank you for this! 😊Wish you all the best!
Amazing!
Thanks for your hardwork making this vid👍
I can’t believe this is all free, My God you are a blessing. Does the model come with the eyes?
Hey Tony! It does. I had to take it down from the website temporarly to make room for a new givewaway. Shoot me an email at info@outgang.studio and I'll send you the head directly.
i love your thumbnail design.
Nice demo, I picked up a couple tricks from it. The best way to move the UVs in UV Sync mode without breaking them is with the Grab Brush, or enable soft selection. For masking UVs, you have to hide what you don't want to mess with. Select the UVs, or Faces in the 3D viewport, then use the shortcuts, H, or Shift+H, or Alt+H. You may have to grow your selection with Ctr+ or Ctrl- an extra edge and enable lock borders on the Brush settings to not rip the UV edges while tweaking them. For selecting islands in UV Sync mode and in the 3D viewport, I set my preferences to allow island selection by double clicking, instead of pressing the L key.
I was JUST IN BLENDER about a week ago trying to unwrap a mesh, due to the fact that I am trying to phase out my use of autodesk products for these types of tasks (who wants thousands of dollars a year in licenses when blender literally has the whole toolset in one lightweight option). Blender IS easy to use, but there still is a learning curve and some features are certainly obfuscated if you're coming from 3ds max and mudbox, motionbuilder, etc, etc...
Yeah it takes some time to get over the hump so to speak eh? I hope it works out for you Bryan, it took me a few weeks but now I feel really good when using Blender. It's wonderful software.
Thanks a lot for sharing this amazing class!
On the mirroring UV part. Does anybody get the error message "some faces have are different size"? I am not sure but I think you have to have a quad only mesh for this to work (?)
I'm not sure what the solution is to the problem but I've done a few tests that were successful with triangles on the mesh. The problem may be elsewhere.
Interesting. I took a UV Sphere, tried to mirror uvs, didnt work. Do the meshes have to be perfectly symmetrical or is mirrorrd topology enough?
I had the same problem. Did you ever find a fix?
I found a solution (only works for symmetzrical meshes): UV edit the good side, go to 3D view and delete the faces of the object on the bad side and mirror them new (modifier or symmetrize). Then you have both sides of the mesh on one side of the UV. Go to "Select" menu and choose "Select flipped". Now you place the 2D cursor in the middle, change the rotation to around "2D" and flip it around the x axis in "UV" and then "Mirror".
Probably need to disable sticky vertex selction and can't do it with UV Synch.
I suppose you can make the character unsymmetrical again after you are done with the UV map?
Thanks for sharing Laura!... Greetings.
thanks for your gift! and your time!
Thank youu so much for all of this perfection of a video, i love you ma'am❤
Laura, this is amazing, thank you so much.
Amazing tutorial w/ lots of pro-tips -- thnx for sharing!!!
Really good tut. Learned lots. Thank you so much. I've only just found your channel, while looking for organic uv unwrapping, and so glad I did. I'm here for the Blender tuts but see you have tuts for various other things I'd need to know that apply in general. Anyhow, I'm off to look at more of your vids...oh! And of course I've subbed...I'd be stupid not to.
Thanks Slightly!
It's just treasure! Thank you thaaaaaaat much dor sharing this!
Really amazing, thanks for sharing with us for free!
You are unbelievable. Thank you so much. I finally understood how it works.
Thank you so so much for making this & sharing!
Quick tip for you, Go to preferences open the navigation page enable the Atuo Depth option. Its gonna fix your camera navigation problems 🤟
Thanks for the tip but I really can't stand that. Different strokes for different folks.
Amazing stuff
Thanks Laura.
In some island it is useful to Minimize Stretch via in-build function in Blender in UV menu
Loved it. Will be joining the gang.
Hello Laura!
Thank you for the amazing opportunity to understand Blender essentials.
I have a question - which version of Blender you've been used in this tutorial?
Hey El! It was recorded using 3.3. You can see in the bottom right corner of Blender's window what is the version used.
HELP I have got to his point in the video before and gotten stuck, now im here again! at 1:38:20, she Unwraps the internal verts as a way to clean up the UV. She does this out of UV sync and it just works but I find, because the whole head is selected in the viewport it still unwraps the whole thing, not the selection in my UV. Any ideas?
Great tutorial, I have learned loads
what the heck! Thank you so much!
Thank you soooo much! A lot of knowledge! I love it ❤
An another great GREAT video ! thank you so much
When ever I try to do the copy and paste UVs, the faces that i pasted on to have weird edges and verts. Like I'll click on one vert and three seemingly random verts get select. I was wondering if I missed something.
I missed this channel
this is awesome! You are Awesome!
Tutorial definitivo, muchas gracias.
Thank you so much for making this
Awesome tutorial, insanely didactic.
praise the Laura our new Blender waifu queen 🙌🙌🙌
Such a great video, thank you so much
You could use pinning your uvs for masking.
I tried, didn't work :(
I have a question you might be able to clear up for me. What is the reason that Blender flips the head island on the side after a unwrap? Has it to do with axis setup in Blender? Where z is up... Just throwing it out there.
This is awesome. Thanks dude (;
I don't understand the difference between the multires low poly and the high poly? I don't understand how to make it so my models look good without super high poly.
You are best Laura :3
Tremendously good tutorial :)
hi I was wondering if I can make the model in zbrush and export to blender for UV unwrap
Thank you to share your knoweldge! that's great!