You know you're becoming a pro once you actually start enjoying the grind. Tedious tasks tend to become quite relaxing and meditative once you get a proper understanding of what you're actually doing.
4:32 sounds very similar to the 400+ other online schools that also apparently teach you "the best practices in modeling, animation, lighting, rendering"
to be fair, it’s not only more than one business can’t have the same product, i’m not saying anything for this particular sites credibility, because i’m not familiar with it, but it selling courses that cover the same general concepts as other sites doesn’t inherently make it a scam, i mean if it did, almost every tutorial channel on youtube could be considered a scam too since at least one other person likely has a similar tutorial posted
My tip is do your UV as soon as you have your final topology set up before you do any major sculpting or posing, super obvious but it’s easier to get a uniform unwrap when your model is still fairly primitive, had to do this for a quilted texture and started my UV’s waaay too late and ended up taking up so much time
I'm really interested to know why so many people hate UV unwrapping. It's one of my favourite things, it's satisfying to get a perfect unwrap and optimize the packing
@@asr59 well I tried to do a kinda complex mesh, and when I went to uv unwrap it I realized so many mistakes I made in the modeling, which made it horrible to unwrap. But I fixed it
Amazing video. Please make a video to teach people how they do not need to manually unwrap every asset and how to know which one should be manually unwrapped vs others that could be quickly done automatically to increase productivity. Many people have been led to believe, that they should manually UV everything out there.
I 100% agree with the point that not everything has to be perfect. For a quick "one and done" there is no need to do award winning work. However if you plan on using your work a lot in the future (like a template character model etc) - then you should consider working in a clean way to save for Future You. 🤣
stretching is not bad, neither is non-uniform uv scale. Both are simply optional, and are compromises in many situations. sometimes its better to stretch or scale uv islands than cut more seams. Especially with game assets.
A few tips that I personally find useful, especially so for game assets: - all sharp edges are UV seams, 100% of the time (but it doesn't go the other way around) - if something can be straightened - it probably should get straightened (makes texturing easier) - paddings are super important, you can easily find matching paddings for different texture resolutions if you google it (reasons: texture bleeding between UV shells when MIP maps are used, plus some other things that I can't remember right now) - a good idea is to use snap to pixels>corner when making a UV map, with texture of the same resolution you want to use for your model loaded in the background (reasons: gets rid of normal map seams that happen due to graphics card sampling and/or during MIP mapping, good case study - UE4) - on how to decide which texture resolution to have: before unwrapping, apply the correct scale, choose texel density and stick to it (helps keeping the amount of detail consistent across the asset, or multiple assets in the project - ever wonder how in many games everything seems on the same level, without being under or over-detailed for no reason?)
I ran into these exact issues when using UE and substance painter for a game I made. Was infuriating, but I only had one character so I just turned off mipmaps. Good to know about the pixel snapping 👍
good vid, my tip is instead of using numbered uv colour uv grid , i made my own 4k poker dot texture , ( yellowish cream background with thousands of black same sized dots) instantly you can see any stretching or resizing areas needed. for me it just works , you dont have to even go looking for trouble areas , they instantly stick out .
1:07 No... There is a lot of wasted texture space. It will not work for baking a normal map, since hard edges should almost always be split into separate UV-islands. Each UV-island should also have sufficient padding to allow for a seamless end result.
and if you give each face a different vibrant pattern I guess you're going to see artifacts bleeding into the neighbouring faces in the UV map due to texture compression?
@@Grempington No. With enough padding that is not going to happen hopefully. But with Mip mapping where the resolution of the textures go down at some point there is going to be texture bleed simply due to there not being enough pixels to constrain the colors. A texture in 1024x1024 going down to 128x128 or less will do that. But the loss in details is enough of a ugly thing that bleed starts to be less of a concern overall. Unless you really make the uv-islands far apart with allot of padding to avoid it completely. It might be worth to keep islands with big color differences well apart and give uniform colored things less free space since it is not going to be obvious that there is a bleed. There is a tradeoff point where enough padding without being excessive is enough to stop texture bleed be obvious or being noticeable. But still pack stuff well enough to not be wasting the space for useful details instead of excessive dead space/padding. But really normal maps is not a requirement and do add constrains and work. But sure a good thing to point out since it is a big part of 3D that looks 'real'. And a difficult thing about UV's. Meh. Even if one do not care about normals one still needs to deal with UV-islands and bleed.
that's why i only use 3D Coat now it makes uv mapping so much more easy and fun that i don't end up with a headache. i used to hate uv mapping when i first started working with 3d that i used to skip this very important step just because it was a nightmare for me and i didn't wanted to master this whole mess of the uv origami world, i just wanted to keep on creating 3d stuff without having to get a nightmare trying to uv map things. i started with blender then i started using 3ds max but with uv mapping when i found out how powerful 3d coat was on how easy it made uv mapping that for me it was like the holy grail that i was looking for cus it makes it actually fun and simple with this tool that i use nothing else any more to uv my models and i know i could just spend more time and master the already build in uv tools in blender or max but 3d coat is light years ahead when it comes to this, in my opinion.
It's always been trial and error for me I get the majority right but when texturing in substance I notice some shit so I go back to Maya or Blender and then redo those and export it again...Thanks to all the amazing developers for making all of that such a seamless adventure....Goodluck Uving u'll......!!!!!
I made a short 3d movie and made almost every model myself, I have never used a seam and it turned out good enough x) I actually didn't understand their purpose until recently
Most of the time it is just: learn the basics and then just start creating, creating, creating. You will learn on the way what works and what not for you. And most important: What is enough and what is a waste of time for an 1% improvement
"It doesn't have to be perfect." God did I learn that one fast. Spaceship hallway, amusingly. If some small things were uneven here or there, it ain't bad. If it doesn't look noticeable on quick study in either the frames of your movie, or in 95% of the expected viewpoints of the game? Don't fret! Hero characters (aka, players and main NPCs), by all means get it close to perfection. Models not viewed close at all? Eh, smart UV project!
First of all I LOVE the editing, it’s so fun. Yesterday I almost cried uv unwrapping a frigging chair for my game so I will try out your methods. Thanks 🫡
For games especially.l. You can stretch stuff. Have seams. Non uniform distribution etc etc. It all boils down to the importance of the object and how it will be in focus. Moving object. Especially fast moving is never going to be under scrutiny compared to static. Just good enough is my advice
Building the right UV unwrap is about your model’s *purpose*. What your priorities and stylistic choices have a big effect on what techniques you should be using.
Good lesson acually. In my language we have proverb, which can be translated like: the "best'' is the enemy of the ''good''. So yeah, sometimes you shouldnt make best, just make good.
I Imported the color tiles from Blender to Roblox, with PBR added, and now it's a perfect developer texture that matches the scale. One tile is one Roblox stud!
When it comes to UV Unwrapping, I Stockholm-Syndromed myself so hard, I actually bought the Blender UV Socks to gather fitting merchandise while living the digital origami hell.
SAE, my got I've been in the same purgatory and still did learn more by myself! But there is a LOT moooooore concepts about UV to cover the trve power of it!
@@Smeaf Right, It also depend on the approach you have with UVs... I learn really late how to use UVs in a smart way (efficients overlapping, channeling and other stuffs)! Tanks anyway to "unwrap" the topic for us!! Look forward for more content about it
Your videos are so good, you're teaching stuff and give me more memes to consume. Love the grind and the effort you put in these videos!! Your work will definetly pay out
I was playing Batman Arkham Knight, and viewing Harley Quinns model on the riddler tab, you can clearly see the bottom of her gun is just a mirroed texture, a bit of her wrsit is also clipping on her clothes, if it's good enough for Batman, it's good enough for me.
My personal take on the necessity of perfection for UVs is "how noticeable will my texture be if it's stretched?" If the answer is not at all or "only if you look closely" then it ultimately doesn't matter.
You know you're becoming a pro once you actually start enjoying the grind. Tedious tasks tend to become quite relaxing and meditative once you get a proper understanding of what you're actually doing.
the programming guy would have a different opinion thinking tedious task as annoying and find a way to automate it..
but your mind set is great
this is what real confidence feels like
Wait I thought all I have to do was select all and press Smart UV Unwrap?
Wait thats not good enough??
@@ZackMathissa it is, this is a fraudulent content
Oh no my career is ruined
you wish
yeah i swear 90% of the time for just random texture it's really good, also project from vue when you use photo reference is just an amazing feature
4:32 sounds very similar to the 400+ other online schools that also apparently teach you "the best practices in modeling, animation, lighting, rendering"
Fr
yeah :( I'd probably pay more attention if it was a domestika course or something alongside others
to be fair, it’s not only more than one business can’t have the same product, i’m not saying anything for this particular sites credibility, because i’m not familiar with it, but it selling courses that cover the same general concepts as other sites doesn’t inherently make it a scam, i mean if it did, almost every tutorial channel on youtube could be considered a scam too since at least one other person likely has a similar tutorial posted
Bro, your phrase "reverse origami " is gold!!
Best help I've had yet on UVs 🙏🏻
I can't get over how professional this video seems with all the teeny tiny details like mouse click sounds on EVERY action lol
Keep it up!
interesting I had the complete opposite opinion
My tip is do your UV as soon as you have your final topology set up before you do any major sculpting or posing, super obvious but it’s easier to get a uniform unwrap when your model is still fairly primitive, had to do this for a quilted texture and started my UV’s waaay too late and ended up taking up so much time
I usually do it just before applying the mirror modifier, so I only have to do half the work!
This is my first video lesson with you, and I must say you over deliver and your peaceful + smart as a whip!
Thank you so much! 🔥🙏
@@Smeaf Yes sir! Welcome and deserved
80% memes and 20% UV maps
What a gigachad, one single tip on a 5 minute video + a course promotion. Top Ninja shit right here
I'm really interested to know why so many people hate UV unwrapping. It's one of my favourite things, it's satisfying to get a perfect unwrap and optimize the packing
Unless u made a mistake on the model and have to compensate in the unwrapping 😭
@@darealbeesechurger not sure what do you mean?
@@asr59 well I tried to do a kinda complex mesh, and when I went to uv unwrap it I realized so many mistakes I made in the modeling, which made it horrible to unwrap. But I fixed it
Because when you don't know how to unwrap it it's hell
same, UV Unwrapping is either a "why the fuck is this not packing as im thinking", or "UV Unwrapping is a dopamine machine"
Amazing video. Please make a video to teach people how they do not need to manually unwrap every asset and how to know which one should be manually unwrapped vs others that could be quickly done automatically to increase productivity. Many people have been led to believe, that they should manually UV everything out there.
I 100% agree with the point that not everything has to be perfect.
For a quick "one and done" there is no need to do award winning work.
However if you plan on using your work a lot in the future (like a template character model etc) - then you should consider working in a clean way to save for Future You. 🤣
probably not the best practice since errors stack in any type of production
“I don’t want anyone paying to learn this” “SIGN UP FOR MY SCHOOL”
stretching is not bad, neither is non-uniform uv scale. Both are simply optional, and are compromises in many situations. sometimes its better to stretch or scale uv islands than cut more seams. Especially with game assets.
One of the most helpful tutorials i've ever seen.
praise the uv unwrapping killer!
A few tips that I personally find useful, especially so for game assets:
- all sharp edges are UV seams, 100% of the time (but it doesn't go the other way around)
- if something can be straightened - it probably should get straightened (makes texturing easier)
- paddings are super important, you can easily find matching paddings for different texture resolutions if you google it (reasons: texture bleeding between UV shells when MIP maps are used, plus some other things that I can't remember right now)
- a good idea is to use snap to pixels>corner when making a UV map, with texture of the same resolution you want to use for your model loaded in the background (reasons: gets rid of normal map seams that happen due to graphics card sampling and/or during MIP mapping, good case study - UE4)
- on how to decide which texture resolution to have: before unwrapping, apply the correct scale, choose texel density and stick to it (helps keeping the amount of detail consistent across the asset, or multiple assets in the project - ever wonder how in many games everything seems on the same level, without being under or over-detailed for no reason?)
I ran into these exact issues when using UE and substance painter for a game I made. Was infuriating, but I only had one character so I just turned off mipmaps. Good to know about the pixel snapping 👍
Nice tips
A 5 minute tutorial on how to unwrap the default cube. Bravo, I tip my hat to you.
I love you, Ive been struggling with creating good UVs and this helped big time
Let’s gooo!
bro this editing is amazing real quality work, i just can't get bored for a second.
good vid, my tip is instead of using numbered uv colour uv grid , i made my own 4k poker dot texture , ( yellowish cream background with thousands of black same sized dots) instantly you can see any stretching or resizing areas needed. for me it just works , you dont have to even go looking for trouble areas , they instantly stick out .
I don't do drugs, but when I do it's with Blender Unwrapped after Dark
This is factual 🔥
Uv unwrapping was one of the easiest things contradicting what they tell you when you are a beginner
that was actually amazing advice that i needed to hear, thank you
1:07 No... There is a lot of wasted texture space. It will not work for baking a normal map, since hard edges should almost always be split into separate UV-islands. Each UV-island should also have sufficient padding to allow for a seamless end result.
and if you give each face a different vibrant pattern I guess you're going to see artifacts bleeding into the neighbouring faces in the UV map due to texture compression?
@@Grempington No. With enough padding that is not going to happen hopefully. But with Mip mapping where the resolution of the textures go down at some point there is going to be texture bleed simply due to there not being enough pixels to constrain the colors. A texture in 1024x1024 going down to 128x128 or less will do that. But the loss in details is enough of a ugly thing that bleed starts to be less of a concern overall. Unless you really make the uv-islands far apart with allot of padding to avoid it completely. It might be worth to keep islands with big color differences well apart and give uniform colored things less free space since it is not going to be obvious that there is a bleed.
There is a tradeoff point where enough padding without being excessive is enough to stop texture bleed be obvious or being noticeable. But still pack stuff well enough to not be wasting the space for useful details instead of excessive dead space/padding. But really normal maps is not a requirement and do add constrains and work. But sure a good thing to point out since it is a big part of 3D that looks 'real'. And a difficult thing about UV's. Meh. Even if one do not care about normals one still needs to deal with UV-islands and bleed.
smeaf: _"It doesn't have to be perfect"_
Me with a cube UV map that looks like a cupcake:
👉👈😊
Still waiting for that "AI Unwrap" option
Another tip when uv unwrapping select hard surface edges which will automate uv unwrapping faster
If everything ended with Unwrap, it would be even better, but do not forget that you still need to draw a texture
Awesome! Looking forward to your course :))
Awesome, thank you!
Severely underrated channel
Dude's gone from 1k to almost 20k in like 30 days...not underrated. Hot on the scene.
Video starts at 2:38 :)
I'm interested in your level up academii thing. Will definitely give it a look next year or two.
I can't get over that glitter-coated robot. Also that is a very sales-funnel title.
that's why i only use 3D Coat now it makes uv mapping so much more easy and fun that i don't end up with a headache. i used to hate uv mapping when i first started working with 3d that i used to skip this very important step just because it was a nightmare for me and i didn't wanted to master this whole mess of the uv origami world, i just wanted to keep on creating 3d stuff without having to get a nightmare trying to uv map things. i started with blender then i started using 3ds max but with uv mapping when i found out how powerful 3d coat was on how easy it made uv mapping that for me it was like the holy grail that i was looking for cus it makes it actually fun and simple with this tool that i use nothing else any more to uv my models and i know i could just spend more time and master the already build in uv tools in blender or max but 3d coat is light years ahead when it comes to this, in my opinion.
@Jelly makes it much more easier than using other UV tools in my opinion, 3d coat just makes it pretty simple
Uv unwrapping and retopology is relaxing like sudoku, change my mind :P
It's always been trial and error for me I get the majority right but when texturing in substance I notice some shit so I go back to Maya or Blender and then redo those and export it again...Thanks to all the amazing developers for making all of that such a seamless adventure....Goodluck Uving u'll......!!!!!
I made a short 3d movie and made almost every model myself, I have never used a seam and it turned out good enough x) I actually didn't understand their purpose until recently
Most of the time it is just: learn the basics and then just start creating, creating, creating. You will learn on the way what works and what not for you. And most important: What is enough and what is a waste of time for an 1% improvement
Literally sprinting to my PC to try this
lmao
I didn’t know you could fit so many memes in one blender tutorial XD
0:57 im dying frfrrrr🙏🤓😭😭😭😭🤣🤣🤣🤣🤣🤣
This is exactly what I needed thank you ! You got a new sub
This guy is a life safer... combined knowledge with memes..
The only UV maps I have seen so far are Minecraft textures.
If theres one thing I know about art, 2D and 3D. It's not about making it look "perfect". Its about making it look "right".
This whole video is like a blender lesson reformatted into a meme edit, I like it.
"It doesn't have to be perfect." God did I learn that one fast. Spaceship hallway, amusingly. If some small things were uneven here or there, it ain't bad. If it doesn't look noticeable on quick study in either the frames of your movie, or in 95% of the expected viewpoints of the game? Don't fret! Hero characters (aka, players and main NPCs), by all means get it close to perfection. Models not viewed close at all? Eh, smart UV project!
2:12 the sense of humor... soo goofy, so brilliant xD
Wow... just wow... bravo. The secret is that it is ok if it is shite. Nice.
First of all I LOVE the editing, it’s so fun. Yesterday I almost cried uv unwrapping a frigging chair for my game so I will try out your methods. Thanks 🫡
For games especially.l. You can stretch stuff. Have seams. Non uniform distribution etc etc.
It all boils down to the importance of the object and how it will be in focus. Moving object. Especially fast moving is never going to be under scrutiny compared to static.
Just good enough is my advice
Building the right UV unwrap is about your model’s *purpose*. What your priorities and stylistic choices have a big effect on what techniques you should be using.
@@crimson-foxtwitch2581 so true
I am just trying to focus on the video but those memes are keeping me distracted 😂
Thank you!
Good lesson acually. In my language we have proverb, which can be translated like: the "best'' is the enemy of the ''good''. So yeah, sometimes you shouldnt make best, just make good.
That piece of paper looks familiar, I'll have to dig mine out...
Mine was pretty buried haha
Why, why such sweet tutorials, I just, I just can't
I Imported the color tiles from Blender to Roblox, with PBR added, and now it's a perfect developer texture that matches the scale. One tile is one Roblox stud!
When it comes to UV Unwrapping, I Stockholm-Syndromed myself so hard, I actually bought the Blender UV Socks to gather fitting merchandise while living the digital origami hell.
USE CTRL + E menu for seams, sooo much faster than hitting u
This is the most unhinged tutorial I’ve ever seen
Good
gracias muchas gracias eres mi heroe!!! te amo muchoooo!!!
the editing gets better and better, reminds me of some of the gaming edits - but SUPER useful!
SAE, my got I've been in the same purgatory and still did learn more by myself! But there is a LOT moooooore concepts about UV to cover the trve power of it!
Its pretty crazy right, massive investment, minimal return. Still a great experience none-the-less
Yeah, this is just an overview of UV's
@@Smeaf Right, It also depend on the approach you have with UVs... I learn really late how to use UVs in a smart way (efficients overlapping, channeling and other stuffs)! Tanks anyway to "unwrap" the topic for us!! Look forward for more content about it
Hundreds of UVs is the title of a psychological thriller somewhere
you learned me what i need in the perfect way !!
very informative and very funny, love the editing man
Your videos are so good, you're teaching stuff and give me more memes to consume. Love the grind and the effort you put in these videos!! Your work will definetly pay out
A fellow fan of finzarr I see. Approved!!
Entirely correct
Interesting title
ADHD goes BRRRRRRRRR
Thanks for your time and effort!
Great video! Thanks.
Hold " Ctrl " then Select Edges( shortcut for "pick shortest path" ) like👍 this if it's helpful...
hey smeaf can you show us how to stack UV maps of identical/symmetrical objects in one UV map ?
There is such thing as "too much editing", and this video is a prime example.
I might just have ADHD but it seems fine to me.
I like the memes tho
Awesome !!! Good luky with the New project !
Bloody hell, I thought I was having a stroke for the first 10 seconds of this video!
I have no idea what the video is talking about. But I enjoyed the video and editing 10/10
TLDR, UV unwrapping doesn’t need to be perfect 🫡
daaaannnggg 3:15 its so helpfullllllll thank a lot bro
Wow, I'm so glad I've been born in europe and had a free education.
Another great video Smeaf! Just wanted to let you know that your link to levelupacademii isn't working for me. I just get a 'Page not found' error!
😧 Thank you for letting me know! I've fixed it up
Holy shite, I just got trolled watching a guy unwrap a freakin cube. I made it to @4:28 and shook my hand menacingly to the ginger gods. Wtf, dude.
The edit is hilarious!
The meme edits kept me watching
you can deleate all the seams marks before exporting to a game engine and the things remains intact.
I was playing Batman Arkham Knight, and viewing Harley Quinns model on the riddler tab, you can clearly see the bottom of her gun is just a mirroed texture, a bit of her wrsit is also clipping on her clothes, if it's good enough for Batman, it's good enough for me.
My personal take on the necessity of perfection for UVs is "how noticeable will my texture be if it's stretched?" If the answer is not at all or "only if you look closely" then it ultimately doesn't matter.
this is created for TDAH STUDENTS thanks for the tutorial and yes i dont end the video yet, im in 1:18
my guy been watching finzar
Hello and welcome to tonight's show! I'll be your host for: Things i wish i knew sooner™
New here .
Love the video editing with memes
Great sence of humar
Bro! These edits are crazzzyyyy!!!
Thanks bro 🔥
This is a great UA-cam channel def subbing❤️
smart uv unrwap......triplanar projection
Ty that u exist
bro i love your memes...i mean your tutorials* ;)
My man definitely watched too much Finzar tutorials
Thanks for the helpful explanation, but I especially want to express my appreciation for the entertaining editing.
I am having some serious trouble unwrapping models with bevel and sub division modifiers
Why not do the unwrapping on the model before you apply sub div and bevel modifiers?
@@bobsteven2363 i tried that but the texture streches a bit
Hi, can i make a uv texture sequence or uv light sequence in blender?? i searched alot but i didn't find anything