please continue this series. there are no tutorials that explain in this concise and straight to the point manner. how do I ACTUALLY texture my character after UV mapping?
This is probably the first UV tutorial that is not painful to watch. Usually other tutorials I've seen leave me with the thought of "uuuugh do I have to do AAAAALLL THAT?!?" Your video has a nicer vibe with your narration and you editing that doesn't feel too heavy for learning and also you explained things so well on this that it doesn't feel like a lot. And also this is the first time I ever heard the term "UV flow" which tbh it blew my mind. You are doing the greatest job with your tutorials
I've always wondered how you get models with pixelated textures to have seamless transitions between textures like that. Feels really obvious when you explain it lol
I always find it interesting how technological limitations that are fought against at the time, whether that be PS1 hardware or audio recording via analog gear, are sought after for the character they embued almost immediately after they are overcome. That's why I'm just accepting all the quirks 3D still has right now, because in a few years people will try to come back to it as a stylistic choice. Specific to PS1, I always thought it would be interesting to emulate the vertex jitter coming from no float values and the wonky texture mapping.
Wow awesome video!! Love how you summarize and break down the process and technique. It really help me to understand concepts I was kinda struggling with😂😅 Hope you keep on doing more awesome thinks like this 🙌
wow ! thanks man, this is the most i've learned about uv unwrapping from anyone so far. got that ADHD disease too, so thanks for keeping it interesting!
i absolutely love your videos, this is exactly the kind of stuff i wanted to make and you're the best at explaining it, pls keep going :) love from Argentina !
I think holding a raffle on patreon is against ToS, a channel that I used to follow a couple of years back were told off for doing it (they kept their patreon going though). Things might have changes since then but might be worth checking first. Love the content btw
Just looked it and yea it seems raffle does go against TOS. That sucks so hard :( I'm I'm kinda disappointed so far about what Patreon actually provides Edit - there may be some leniency on how I can go about it as I'm reading about it
So goood, this is some top tier quality Udemy or Masterclass type content u got going on, love the little informative animations and whatnot to help explain your points. I'm really keen to see how you approach doing the animations, namely the eyes and eyebrows
I am very impressed with how you made this tutorial. I've sent it to friends because it kinda explains my own process better than I could in just words. I hope you do more on this series.
Ok, here is a simplified explanation. Imagine your model is a hollow, papercraft mesh, and you want to paint on its surface. What you need to do is cut portions of your model in a way so you can flatten them out on a surface so you can work on them. You want them in chunks that are also ease to fold back together so you reassemble your model. That is a way to think about UV mapping. Unless you are talking about the UI for blenders uv editor which is a different topic.
@@TheSicklyWizardJesus Christ this is a much easier way of understanding it I am actually baffled to what I was thinking before I will try it out tommorow cheers for the help man ,Epic videos aswell
I made a sick buff penguin dude so far with some googling, despite having very little experience - thanks for the tutorials! Have been enjoying binging your vids on this years 3D hyper-fixation. What's sticking me now is the details of how I should go about arranging the UVs to look nice on the UV editor. Like should I scale down pieces to be able to fit things horizontally/vertically? I wonder if/how it will affect the texture for those pieces? And how to square things out nicely. I think I'll just try to copy yours as closely as I can. Some of your pieces look smaller than their counterparts on mine for sure. Better mess around and learn!
I'm making progress, at least I think, I made a 3d model of a fish in fusion360 and now I would put a texture on that model, so I import the 3d model as an stl file and put it in blender, and the first thing I need to do is a uv map? I'm trying to figure out if I've never used a blender
Thank you very much for the informative tutorials in this series! I have been using them as a simple intro to modeling and texturing for practice before moving on to more complicated works. Very clear with the mentality and commands. I have finished my first model as I write this and will be starting texturing soon. I do have some questions with the meshes, though. I assume the body of Bullsworth was modeled as one object in the previous video, with the eyes and tail being separate. But it looks like it is all one object in this tutorial. Do the eyes and tail need to be separate objects for texturing and rigging, or should they be all one object? Is the collar also merged into the body mesh, or should that be separate; would features like buttons or belt buckles that are not simple textures also be part of the main model? Thought I'd ask before I pull my hair out when it comes to rigging. Thanks for the help!
Any chance you could cover AO and normal maps to give the PS1 character a PS2 or PS3 look without raising the number of polys? Or can you recommend someone or an online course who would do all that including getting the character into unity and programming them to run around in a simple third person game?
im wondering what the best way to color the uv maps in photoshop would be and keep it synched to the project. i know i can export the uv map and work on it im just not sure how to make sure the model is continuing to reference the jpeg/png ive just done the art on
well im a bit late to comment but I might aswell ask, I make all the limbs on my character separate cause thats what most recommend for low poly characters if you want to rig and animate with it, so do I texture them all individually or can I do it all at once?
Is there a tutorial I could follow that explains how u link the bodyparts together so they stay in the same object? I got confused and moddled my character in one continuous object :
i still dont know how to use blender, so i better give up trying to do 3d art, but its a good tutorial, surely will help someone who has brain for modelling
please continue this series. there are no tutorials that explain in this concise and straight to the point manner. how do I ACTUALLY texture my character after UV mapping?
The Bull moving around as a part of the tutorial was so cute and cool. Added so much personality to it!
Ive been wanting to make a new animation soon. Getting my practice in
@@TheSicklyWizard well it seems super worth it! Keep it up 👌
PLLLEEEASSEE MAKE MORE EPISOODEEESSS!!!!!!!!!! DX
Are you still planning on finishing this series?
This is the single best explanation of UV unwrapping I’ve seen in video format.
This is probably the first UV tutorial that is not painful to watch. Usually other tutorials I've seen leave me with the thought of "uuuugh do I have to do AAAAALLL THAT?!?" Your video has a nicer vibe with your narration and you editing that doesn't feel too heavy for learning and also you explained things so well on this that it doesn't feel like a lot. And also this is the first time I ever heard the term "UV flow" which tbh it blew my mind. You are doing the greatest job with your tutorials
God I love this channel so much. This dude is so informative and his tutorials are really helpful, keep up the fantastic work man!
totally totally agree
I've always wondered how you get models with pixelated textures to have seamless transitions between textures like that. Feels really obvious when you explain it lol
I'm really hoping to make a game in this style so really appreciate you showing the details of how you do your unwrapping. Thanks!
I always find it interesting how technological limitations that are fought against at the time, whether that be PS1 hardware or audio recording via analog gear, are sought after for the character they embued almost immediately after they are overcome. That's why I'm just accepting all the quirks 3D still has right now, because in a few years people will try to come back to it as a stylistic choice.
Specific to PS1, I always thought it would be interesting to emulate the vertex jitter coming from no float values and the wonky texture mapping.
Wow awesome video!! Love how you summarize and break down the process and technique. It really help me to understand concepts I was kinda struggling with😂😅 Hope you keep on doing more awesome thinks like this 🙌
These videos are invaluable, thank you so much!
If I ever have time to make characters I am totally following this tutorial!
I love how em turned out! I love the style of PSX or just retro in general
Extremely high quality video
bro this format of video with the animations and explanations is perfect
You're an absolute godsend, thanks for always having the perfect tutorials
Where's the rest of the tutorial??? 😢😢
Yup .. NO rigging or Animation of the Cow :(
This was a really well made video. The animations are super helpful. You’re a great teacher :)
so happy i found this channel. 1000% subscribed
I'm waiting for the texturing and rigging tutorial!
Not meant to sound impatient...
Ugh the soda can method is so good! We need this in other general tutorials, it makes so much sense
the intro editing... 10/10
wow ! thanks man, this is the most i've learned about uv unwrapping from anyone so far. got that ADHD disease too, so thanks for keeping it interesting!
This is literally exactly the type of video I needed. Thank you so freakin' much!
That bgm got me sending love points to ya immediately
i absolutely love your videos, this is exactly the kind of stuff i wanted to make and you're the best at explaining it, pls keep going :)
love from Argentina !
I think holding a raffle on patreon is against ToS, a channel that I used to follow a couple of years back were told off for doing it (they kept their patreon going though). Things might have changes since then but might be worth checking first.
Love the content btw
Just looked it and yea it seems raffle does go against TOS.
That sucks so hard :( I'm I'm kinda disappointed so far about what Patreon actually provides
Edit - there may be some leniency on how I can go about it as I'm reading about it
So goood, this is some top tier quality Udemy or Masterclass type content u got going on, love the little informative animations and whatnot to help explain your points. I'm really keen to see how you approach doing the animations, namely the eyes and eyebrows
plz continue this i would love t o see how you rigged this :)
I intend to sometime soonish, but I'm constantly busy and moving soon
What's painful is that this tutorial NEVER comes when searching
I got to watch this because it stumbled onto my recommended tab
I am very impressed with how you made this tutorial. I've sent it to friends because it kinda explains my own process better than I could in just words.
I hope you do more on this series.
Greatly appreciate it!
@@TheSicklyWizard please continue it 😭😭
Awesome tutorial!
SO AWESOME!!!!!!!!!!!!!!!!
My brain cannot comprehend how the shitting unwrapping system works
Ok, here is a simplified explanation. Imagine your model is a hollow, papercraft mesh, and you want to paint on its surface. What you need to do is cut portions of your model in a way so you can flatten them out on a surface so you can work on them. You want them in chunks that are also ease to fold back together so you reassemble your model. That is a way to think about UV mapping.
Unless you are talking about the UI for blenders uv editor which is a different topic.
@@TheSicklyWizardJesus Christ this is a much easier way of understanding it I am actually baffled to what I was thinking before I will try it out tommorow cheers for the help man ,Epic videos aswell
This is a wonderful resource, hope there'll be a next one! Great work :)
This is so well made and edited. Thank you for this. Subscribed
Super well put together man
Great animations in this one. Awesome work 👍
Amazing work!
Love your videso so awesome!
I made a sick buff penguin dude so far with some googling, despite having very little experience - thanks for the tutorials! Have been enjoying binging your vids on this years 3D hyper-fixation.
What's sticking me now is the details of how I should go about arranging the UVs to look nice on the UV editor. Like should I scale down pieces to be able to fit things horizontally/vertically? I wonder if/how it will affect the texture for those pieces? And how to square things out nicely.
I think I'll just try to copy yours as closely as I can. Some of your pieces look smaller than their counterparts on mine for sure. Better mess around and learn!
An un-BULL-lievable video!
bro the chibi robo ost cmonnn $$$$
ur editing is cracked
That good or bad?
@@TheSicklyWizard GOOD BABY REALLY GOOD!
I'm making progress, at least I think, I made a 3d model of a fish in fusion360 and now I would put a texture on that model, so I import the 3d model as an stl file and put it in blender, and the first thing I need to do is a uv map? I'm trying to figure out if I've never used a blender
thanks!!!
great video
Thank you very much for the informative tutorials in this series! I have been using them as a simple intro to modeling and texturing for practice before moving on to more complicated works. Very clear with the mentality and commands. I have finished my first model as I write this and will be starting texturing soon.
I do have some questions with the meshes, though. I assume the body of Bullsworth was modeled as one object in the previous video, with the eyes and tail being separate. But it looks like it is all one object in this tutorial. Do the eyes and tail need to be separate objects for texturing and rigging, or should they be all one object? Is the collar also merged into the body mesh, or should that be separate; would features like buttons or belt buckles that are not simple textures also be part of the main model?
Thought I'd ask before I pull my hair out when it comes to rigging. Thanks for the help!
LET'S GOOOOOOOOOOO
Man I still dont know how you did the eyebrow and eye
Literally the only thing that I cant figure out
i have a question about texturing, what brushes should i use for fur metals and scales
Do you paint on the model itself or on the UV image? Which would be the best approach?
Song name? Nice vid, told me everything i want to know.
That song is from Chibi Robo on the GC. Its the day theme
Any chance you could cover AO and normal maps to give the PS1 character a PS2 or PS3 look without raising the number of polys?
Or can you recommend someone or an online course who would do all that including getting the character into unity and programming them to run around in a simple third person game?
How do u actually make the texture? So that the shape is the same, etc
im wondering what the best way to color the uv maps in photoshop would be and keep it synched to the project. i know i can export the uv map and work on it im just not sure how to make sure the model is continuing to reference the jpeg/png ive just done the art on
You can export the UVs as an SVG and use that in Photoshop I think to have a map that way.
I know you can do that with Gimp.
I dont understand When i mark seam I go to my uv editor and nothings shows up
Try selecting the mesh after marking a seam
well im a bit late to comment but I might aswell ask, I make all the limbs on my character separate cause thats what most recommend for low poly characters if you want to rig and animate with it, so do I texture them all individually or can I do it all at once?
part 3 when
When I get my new studio room set up
How do you seperate the horns at 3:14?
Is there a tutorial I could follow that explains how u link the bodyparts together so they stay in the same object? I got confused and moddled my character in one continuous object :
I do that too, but to separate meshes I to their own object you can select the mesh and hit P to separate then
4:33 How do you animate the amount of vertices in a cylinder?
I used geometry nodes
How do you make those textured brushes?
Pretty sure I just downloaded them somewhere. Not sure right off where my link is to it but it's in one of my videos
whats the song?
That's the day theme to ChibiRobo on the GameCube
@@TheSicklyWizard It's great bgm good pick
You should have made him shirtless.
i still dont know how to use blender, so i better give up trying to do 3d art, but its a good tutorial, surely will help someone who has brain for modelling
I still suck at this lol. You have a good way of teaching though, it just doesn't work for me.
I'm a simple person, I hear chibi robo music, I like the video.
Is it necessary to make every polygon sqared on UV so pixels from texture lie perfectly with model?
No it's not necessary to square every polygon, I'm just a perfectionist.
Edit: on thinking this question over, it's not even always possible to do.
this is the best fucking tutorial I've seen in my entire life
Very helpful and curt!