If you're following this tutorial in Blender 2.91, the Heatmap stretch option is under a button called "Show Overlays" (looks like two circles crossing one another) next to the UVMap name (should say UVMap in a text box by default). Within that drop down under "UV Editing" there is a tick box to "Display Stretch"
Also in case Sync Selection is not automatically enabled, it's the button to the far left of the UV editor window (when using the default "UV Editing" layout) that has the two arrows pointing in opposite directions.
Useful to state that when adding a material at 2 minutes 44 seconds then be sure to have it set to Cycles Render. Default Blender Render will provide different material options. As a noob it took me a short while to figure out what the issue was as I was not getting the same options as shown on the video.
Coming from someone who's old enough to be your dad, I've experienced my fair share of teachers, tutors, lecturers, professors, mentors etc., and I can honestly say your teaching and explanation skills are really really exceptional. Thanks for giving your time to the Blender community. You are a genuinely rare and valuable resource. Keep up the great work. Thanks mate.
Heatmap in Blender 3.3. Go to UV Editing tab > Hover mouse above the top bar (the place where you see View, Select, Image etc) > Scroll down to see the right of the top bar > Click on the arrow next to the input that says "UV Map" to open Overlays > Under the "UV Editing" section, click on "Display Stretch"
Blender Guru I have a question to all you Blender pro's out there, i know that you Need a lot of different Maps to make a realistic texture and i know that you can colour an Image differntly using the node editor so wouldn't it be possible to make a Node tree that colours an Image texture so it can be used as a Map, and wouldn't it be possible to make one that automatically Makes the Maps needed and applies them to a mesh like a preview with different sliders to configerate the maps As needed, if it is possible to do that i'll try my best an make a Video about it, but i Need tipps how this could be possible, but at first is it possible?
George R ... I would kindly disagree dear sir :-) You see, I was commenting about Andrew's introduction to this matter rather than actual method. Taking this into consideration, there really is not better video under 3 mins. I know you mean well :) you just don't possess ability to communicate like decent human being. So try to work on that and who knows, you can become viable part of society ... maybe .... someday .. hopefully
Quick tip! Blender has a Clone Stamp brush in Texture Paint mode - just like the one in Photoshop. This is super useful if you have unavoidable seams in your UV map, as you can paint over them and blend the two sides together, even if they're not actually touching in your map. It uses the 3D Cursor as a source, which you can move in Texture Paint mode by holding CTRL and left-clicking. Happy texturing :)
This should be mentioned in the video as it gives a "complete" solution to UV unwrapping. There's no need to have a UV Texturing vs Texture Painting argument, as you can (and, as this comment points out; should) use them together!
At 11:14, for those using Blender 3.4.1, you want to go to the UV Editor window, click the "Show Overlays" dropdown, and beneath UV Editing click "Display Stretch".
I'm a brazillian doing Game Design college and your tutorials have been helped me out so much. Thank you for spread your knowledge and keep up the awesome work!
11:09 The heat map overlay is a bit hidden in Blender 2.80. If you go to the UV editor and open the side-panel (with the N-Key) there is Display -> Overlays -> Stretching.
TIP: To be able to see where a part of the UV map came from, click the icon of the two arrows in the top left corner (UV sync selection) in UV editing, this will allow you to deselect the edit mode thing and keep the UV map. Select anything on the UV map then it will be selecting in edit mode!
For anyone who may be OCD enough and (similar to me), knew little about anvils but suddenly feels compelled to put the holes all the way through, here is what worked for me. The result is good, whilst taking relatively minimal effort. And most importantly, keeping all polys 4-sided! Also you might find this easier with sub-surface modifier temporarily set to hidden) : 1) Duplicate your current anvil model to another layer to keep as a back up. 2) Remove the existing 'top-only' holes and recreate the faces of this section of the anvil to how it was beforehand. Also remove any edge loops that you created for the old holes, as it will be easier to work without these and they can be easily re-created later wherever required. 3) Use the Boolean modifier technique to create the two holes, using a cube for each hole (Don't forget to exit edit mode before creating the cubes so that they are separate objects). Position each hole in a manner that they are not overlapping with the existing edges of the anvil mesh. Except for the larger square hole, which sits central on the anvil and will cut through the one central edge loop. 4) Now that both booleans have been applied, there will be faces on the anvil around the top and bottom of each hole that have become more than 4-edged polygons. Delete 'Only faces' for each of these, and join up the corners at both ends of each hole diagonally to the respective corners of each deleted anvil face. The resulting edge pattern will appear much the same as the 'inset' face tool, and the newly created faces have 4 edges. 5) As the central hole has now broken the continuity of the central anvil edge loop into two loops, new edges will need to be drawn down the sides of this hole so that the loops continue through the tunnel on each side. Delete the opposing tunnel faces, draw edges to join where the loops finish on the top and bottom of the hole, then recreate the tunnel faces which are now split by the edge loop. 6) Re-create any edge loops as necessary to sharpen up the shape of each hole as they appear with the sub-surface modifier. If nothing else, at least this is a little more practice playing around with modelling and trying to find the simplest methods for a solution. Thanks for the great tutorials, Andrew!
3 years later.... i know quite a bit more about UVs. Some resources and tips in no order : 1. Apply all transforms to get sensible UV island scaling on an unwrap 2. Use Shift+G -> Select similar and L -> Select linked to help isolate your shells. Shift+H to hide unselected, Alt+H to unhide all 3. Put Mark Seam + Mark Sharp on hotkeys, and their unmark equivalents on a similar hotkey. I use Alt+1/Shift+Alt+1 and Shift+2/Shift+Alt+2, respectively 4. isolate to local view when unwrapping a more complex piece. Located in the 3D viewport within the top pane, View -> Local View -> **Toggle local view** 5. Shift+F10 over a viewport window to open UV Editor. Shift+F5 to open 3D view 6. Daniel Bystedt released a Blender-specific UV unwrapping tutorial that is very useful. Check it out 7. Paid addons to further simplify the process : UVPackmaster3, RizomUV, MeshMachine (For LSelect, can push through pole topology)
11:09 for blender 2.9 and above, just click "show overlays" next to open image pin, in 2nd top bar, in dropdown menu, you will see first option as "display stretch" ... just enable it.
All the other tutorials I’ve seen on UV unwrapping have added in lots of other stuff and made it look very complicated and confusing. This gets to the heart of the matter and makes it straightforward. Andrew also explains how and why you put seams in certain places to get the best result, not just press this button then that button. So thanks.
For people wondering, UV unwrapping is nothing else but setting 2 extra floating point coordinates to each vertex in each triangle of your model, these are two values between 0 and 1 which represent a percent between 0% and 100% of where the vertex belonging to that triangle, is present on that square texture image, on the x and y coordinates. This information allows rendering engines to "cut" a bitmap out of your texture and draw it in the triangle as it renders the object. This is not important for most people to know but I find that understanding part of the mechanics behind 3d engines when you're into 3d modeling, it demystifies the whole process and in this particular case it helps you understand what a "UV map" is and how and where does it get saved. So things to take away from this... each triangle has 3 vertexes and each vertex has 2 UV coordinates, this information gets saved INTO the 3d object, so the "map" is not a separate entity from your model. I know when you first get into UV mapping things are a bit overwhelming, until you realize the simplicity of what it really is and how it works.
That makes a world of sense. Also very good to know for version control & team-management - the model has to be "locked-down" before the UV mapper can get started.
I appreciate how you took the time to explain, in laymen's terms, what UV unwrapping is. Unwrapping a cube was genius, because I've never seen anyone explain it that way before.
Feedback: I think you should've put a checkered texture before starting the UV unwrapping, instead of the metal. Easier to see the distortions on the model, such as the horn. That's also another way to see physical stretching. Great tutorial! EDIT: My bad, I was super unclear. I mean that it would be easier for beginners to see! :p
I was going to use the checkerboard pattern, but I remember as a beginner getting confused by the pattern. As it wasn't clear what it had to do with texturing. So to keep it practical I used a typical texture, so there's no confusion of it's intended use. Also if you're using the Stretch tool in the properties like I did, there's really no need for the checker pattern coz you'll see the stretching far easier in the heatmap.
Blender Guru yeah, makes sense. I was hoping the texture wouldn't confuse anyone due to how sparse the rust was, so it might be hard to tell where things were, great job!
I don't use Blender or any 3D application but I wanted to understand the whole UV thing. I used to think how on earth you can wrap a paper around all objects. Watched this video and it clarified everything and taught me what the heck is this UV thing. Clear as Water.
First of all, very good tutorial. Though I am a beginner I scarcely had problems.Thank you all so much! One thing I noticed, if nobody else mentioned it before; If you hit Ctrl+ E while being in the UV Editor with your mouse, you only have to choose between “Mark seam” and “Clear seam " - no other options- less searching.
When texture painting you can use any texture image. Even a none texture image. Say from a picture of an actual elephant or something. There is a way to lay the image over the model in the 3d view like a stencil and scale it/position it where you want it and only the part that you brush will be transposed onto the mesh. Texture painting can be as versatile as uv unwrapping, but it is a very different work flow. Texture painting is more fun in my opinion, but it is hardware intense and makes me a bit nervous, like I'm going to crash the program and sometimes it is slow to update if the texture is very large or you are trying to paint too much at one time and your computer can't keep up. You can imagine how intense it is when you see Andrew's computer lag to update and you can be sure he's running at least a 1080 with 32gigs of ram and probably twice that. Most of us are going to have to make due with far less powerful machines.
you should probably redo this whole anvil series.... its good... and... well... blender has changed.... thanks for everything so far! Been at blender for like 2-3 weeks now and its really hard but im sticking with it. Youre a super dope teacher!
For real. His tutorials are great, but Blender has changed so much, that it takes a lot of time and work to figure out some of the changes. He's probably hella busy, but it'd be great if he did an updated tutorial.
well , if you are used to the UI of the version you're using, you would be able to follow along the tutorial without any problem .I'm using blender 2.93 and the shortcuts are still the same ; even if they got changed you could always press F3 and enter what ever you want
You've mostly just got to look up the tool he says that doesn't match the new blender along with the blender version you're using, I've looked up a few "blender texture paint mapping 2.9" type things
You seriously should be teaching as main occupation. Ridiculously clear and with the optimal pace, I wished all my university professors would be like this. Keep up the astounding work!
For those using 2.91, you can find the Heat Map (Display Stretch) in the Overlays drop down menu (the icon with two circles overlapping each other) on the top right corner of the header.
Big thanks to Andrew for this tutorial. I love how you not only explain what to do, but WHY we're doing it. Really clear and concise. Keep UV Selection in Sync has been moved to the top left in the UV window for 2.8. Not impossible to find but it took like 5 mins of searching and it was in plain sight. Lol. Not sure how I Feel about having to register on your site to finish the tutorial though.
My friend showed me your video after I was expressing my frustration with tutorials and you're literally HEAVEN SENT! I am trying to delve into the world of Sims 4 custom content creation and I was starting from literal ZERO KNOWLEDGE. I had NO IDEA what UV mapping was at all! I spent an entire night sifting through various tutorials trying to piece together information! All the other tutorials I have come across don't explain to me WHY I'm pressing something, WHAT I'm doing, what things MEAN, why it's NEEDED. They will just be like "press this, now this, and go here to this area and do this" and I was just sitting there like ok but why?! What are we doing right now?! I LOVE that you explain why I'm pressing something, what I'm looking for, why something matters. You are literally explaining to me things in this video I was so confused about last night and eventually figured out through trial and error. I would have saved so much time if I had found your video first. I love you so much I am subscribed now and will be watching more tutorials you're an excellent teacher!!!
Wish this existed a year ago when I was learning UV unwrapping. This is the first video I'm going recommend to everyone who gets hung up on UV unwrapping. There simply haven't been a whole lot of good concise (and free) UV tutorials out there.
Took me 10 minutes to find out that you have totally different material options when you didn't set Cycles Render but Blender Render (as is the default when starting a new scene). You need to turn on "Cycles Render" in order to be able to set a texture or use the node editor with "shader" nodes.
For all who can't find Stretch in 2.91.0: at the top right next to UVMap you click on the arrow down next to the Overlays button. Then you check "Display Stretch". Took me 20 minutes to find.
Just wanted to let you know that I really enjoy your style of teaching. Of particular benefit to me, the newbie, is that you explain the criteria by which to make choices, alternatives, what the consequences are for each. The allows me to understand thinking in 3D rather than merely following steps by rote. Additionally, you throw in little tidbits of this button, or that, what it does and why I might want to use it. I'm not forced to learn a UI, I'm taught how to do things and what tools are at my disposal. There's something about a "by the way..." that is context driven and helps me absorb the ideas naturally. Because of all of this, when I run into problems, even if I'm slow, I can work out what to do, because I know why things do what they do. I feel confident that at some point, with continued study and practice that I'll actually be able to master two complex things: the field of 3D and the program that is Blender, and that I can actually project my own successes in a learning curve over a far shorter future that I had imagined before. Thank you for the good work.
i don't think it's useless because i think that is how blender gives a texture to your model, and that is why blender doesn't show any texture in you model when you upload a texture to your material without a UV.
Why doesn't someone make a video of how to import OBJ with MTL files so that if you are working in Maya or Max first and then you bring models into blender they do not lose their materials, shaders and texture data. Many times it does not quite work so well with FBX either... Any ideas? Hope someone will make a video on this because so far I have not found one.
If anyone is wondering how to keep the UVs while the mesh is not selected in Blender 2.93: Active the double crossed arrow icon (top left corner) that is called "UV Sync Selection".
This was probably the best explanation that I've ever seen on this topic, very well done. There is one more downside to auto-generated UV layouts that wasn't mentioned. I personally don't think it's a big deal, but I've heard people say that the auto-generated UV layouts are bad because you can't recognize the shapes of your model in them anymore, which makes it impossible to draw onto the texture in a 2D image editor (like Gimp or Photoshop). So if that's what you are planning, then take the time to properly UV unwrap your model manually.
For Stretching in Blender 2.93.5 Top Right corner in UV Editing (Two Circles that are overlapping.) Click the down arrow on that. Check the box that says "Show Stretching."
Intermediate? This is the first BEGINNER UV unwrap tutorial that made sense! Thanks Andrew for taking the time to really explain (it starting at 2:40.5)...
UV stretch, for anyone using 2.9+ Go to the two intersecting circles (on the upper right side of the window) and click on the drop down arrow, then select "display stretch".
Wouldn't the seam be better on the underside of the horn? At least in a game-asset context that is,where you'd want to be able to place it with either side towards you. Anyways, amazing tutorial. I've always found unwrapping to be a hassle but you made the remaining pieces fall into place. Also, on the topic of UV project: Texture painting is fine, but the moment you import it to for instance Unreal Engine it'll generate lightmaps based on the UVs, so the earlier seam will be glaringly obvious in the lighting.
Yeah I was going to, but since edge selecting it selected an edge all the way around the model I was lazy and just did it to one side. But really, it's highly, highly unlikely you'd spot either unless you had a camera situated underneath the anvil.
I get a little twitchy if my seams are not symmetrical on a symmetrical object. Have to admit, I was cringing at that part of the video =D Great tutorial by the way. I know most of this already, but still nice to watch. Thanks for the tip about the stretch heat map by the way. Did not know about that feature.
Thank you for the tutorial! Really helpful. In case anyone else had the same issue---I made a model in SketchUp and another in Photoshop 3D--Unless I'm doing it wrong the model meshes are exported with unecessary tris..Blender was the answer to fix this and its uv mapping capabilities are great for this task.
Thank you so much I was pulling out my hair trying to figure this out. you saved me so much time (and money for going to have to buy a wig) you got a like and a sub
Excellent tutorial. I know it is only an introduction and not intended to cover every aspect of UV unwrapping, but I now feel I have a better grasp of the topic than before...thanks!
congratulations to blender for besting me. no matter what i do, nothing i try in the UV editor shows anything in the grid screen next to it (using version 2.80). after following every single step that's taken in this video, even on the model from the video description, nothing shows up. if even the smart tool doesn't give me any result whatsoever, then i have no chance to figure out what's going wrong and where, nor how to fix it. i repeat, congratulations to blender. you've done it. you've bested me on this part
I've always been intimidated about UV unwrapping and never understood it. But this tutorial really made it clear and simple on how to UV unwrapped! Thanks so much! :)
from where do I enable UV stretching display in blender 3.2.2? Edit: never mind I found it on the top right next to the pin button on the UV screen, there is a button which has two circles intersecting( show overlays button), click the small down arrow next to it ,and then you will find display stretch checkbox under UV editing
Oh man, this takes me way back to the days of ripping bitmaps out of Halo and just throwing a bunch of stuff all over them in photoshop. I knew nothing about UV maps and whatnot, but seeing the textures for all the vehicles and weapons was super interesting.
TIP: If your UVs don't look like Andrew's when you hit "unwrap", your object might have non-uniform scaling. To fix it, select your object in Object mode and hit CTRL+A -> Scale. Unwrap again and it should be fixed.
I love how you can almost see the ideas overflowing his brain but his tongue is not fast enough to explain all of them at once. Tremendous tutorial, anyway. I have learned more about blender in the last three weeks that in the previous three months trying to learn by my own just clicking everywhere XD
Mark Kelly - THANK YOU!!!! Got stuck at the excact same problem. So Cycles render it is from now on. Had to do the entire uv unwrapping without being able to apply the texture. Thanks again.
For anyone watching in blender 2.9 wondering where the uv stretch overlay is, It is in the overlays dropdown menu. (the one that looks like two circles (one being an outline) intersecting.)
Brilliant animated illustration of unwrapping! I have viewed several tutorials demonstrating unwrapping a cube, you are the first to animate the unfolding action. Kudos. I am enjoying you tutorials and learning a lot.
Thank you, Andrew, for everything you are doing here on UA-cam. It's incredible, you're tutorials are so great to follow - they're clear you are well spoken and you're an excellent teacher. Thank you once more!
@BlenderGuru Been using blender for years, There's a really great UV plugin I use called "UV Squares", Don't know if you ever have used it or heard of it before but maybe you should do a separate video showing off the power of that plugin, its really great for circles and such. Here's the link: wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/UV/Uv_Squares
In edit mode, in Options tab you can tick "Live UV unwrap". This will unwrap automatically when you place a seam. Saves a couple of button presses. 18:54 "What is a Freestyle edge" - Freestyle is NPR renderer for cellshading, cartoons, blueprints and so on, produces linework around object contour and edges. With this option you can mark where Freestyle will mark the edge apart from automatic calculations. Go to render tab, tick Freestyle and render the image.
I think this tutorial is a tad over simplified, there is so much more to UV unwrapping that needs to be mentioned, especially in game assets and texture painting, beside artefacts when calculating lights, due to the facing of normals around a seam, i often find, that it is a nightmare to make a cut invisible, even with a proper texture painting software like Substance Painter, it's a tough job if you want a semi-good result, even in the video it is very clear that the seams are giving you trouble and are very visible. i hope you would have covered things like hard edges, soft, how the software calculate light based on normals, normal weight, artefacts etc. for a beginner this is extremely important at least knowing that this is out there, plus how to read up these things. Im sorry for my negative comment, you do a great job love your videos, the reason im writing this is, you once said that it's important to learn the skills properly from the beginning (free vs. paid tutorials) and personal i find this tutorial to be leaning too much against the over simplified version... ps. keep up the good work :)
It's a _beginners_ tutorial for UV unwrapping. It just explains how to do it. Don't expect an in-depth explanation on how everything works, specially when teaching to noobs (like me). Maybe in another video he could explain details further, but right now, we just wanna know the basics.
That sounds like a lot of intermediate stuff. I'm just happy I was able to get this far. I'd be glad to learn all that, but I think BG did the right thing by just getting the texture on the model.
I don't know but I must be in a mood, but there always seems to be someone who just has to show off their depth of subject knowledge! This is a numbie vid and you simply don't qualify! Ok cooling down. Back to trying figure out why I can't select that internal box properly.
Make sure you're using the right rendering engine. The default is Blender Render, which gives you different options in that area. You need Cycles Render. Its selectable as a dropdown at the top of the screen.
I tend to use both of the techniques for texture application, as for example, with a rough metal object, you can unwrap a metal texture around the object, and then paint the scratches and scuffs onto the corners by hand in order to hide the obvious seams.
Please, do not forget to tell you're using Cycles Rende. I've lost some hours searching in Blender's Reference Manual how to use an image as 'color'>image texture.
it took 5 seconds the find the result... its literally the first answer on blender exchange when you type "why can i not use image texture in blender" on google.
Num Pad "." and "Home" button are both super useful. . focuses on what you have selected. "Home" shows all the items in the scene.... also works in node editor.....
If you're following this tutorial in Blender 2.91, the Heatmap stretch option is under a button called "Show Overlays" (looks like two circles crossing one another) next to the UVMap name (should say UVMap in a text box by default). Within that drop down under "UV Editing" there is a tick box to "Display Stretch"
Thanks!!!
Thanks so much Gavin Tate!
thanks for writing it out like it's for dumb people, it really helped :)
Thank you so much!
Also in case Sync Selection is not automatically enabled, it's the button to the far left of the UV editor window (when using the default "UV Editing" layout) that has the two arrows pointing in opposite directions.
Useful to state that when adding a material at 2 minutes 44 seconds then be sure to have it set to Cycles Render. Default Blender Render will provide different material options. As a noob it took me a short while to figure out what the issue was as I was not getting the same options as shown on the video.
life saver
UPVOTE THE HELL OUT OF THIS!
Thank you sa much
I spend sooo much time on this... :D Thank you!
Mark Kelly Thanks so much man, you're a life saver!!! Thanks! God bless you bro.
Coming from someone who's old enough to be your dad, I've experienced my fair share of teachers, tutors, lecturers, professors, mentors etc., and I can honestly say your teaching and explanation skills are really really exceptional. Thanks for giving your time to the Blender community. You are a genuinely rare and valuable resource. Keep up the great work. Thanks mate.
That's so wholesome, I feel the same way about him and he's old enough to be my dad
LMAO @@brianbuckman6908
Heatmap in Blender 3.3. Go to UV Editing tab > Hover mouse above the top bar (the place where you see View, Select, Image etc) > Scroll down to see the right of the top bar > Click on the arrow next to the input that says "UV Map" to open Overlays > Under the "UV Editing" section, click on "Display Stretch"
Hey, thanks for taking the time to leave this comment. It really helped.
king!
King, you dropped this ---> 👑
hey! how did you downloaded the texture? when I click the link it says that the asset cannot be found...
You saved me not only a google, but potentially quite a bit of frustration - thanks mate.
3 minutes in video, and I clearly understand what UV Unwrapping means :) ... that's what I call tutoring !
Thanks mate! That's what I hope to hear :)
Blender Guru I have a question to all you Blender pro's out there, i know that you Need a lot of different Maps to make a realistic texture and i know that you can colour an Image differntly using the node editor so wouldn't it be possible to make a Node tree that colours an Image texture so it can be used as a Map, and wouldn't it be possible to make one that automatically Makes the Maps needed and applies them to a mesh like a preview with different sliders to configerate the maps As needed, if it is possible to do that i'll try my best an make a Video about it, but i Need tipps how this could be possible, but at first is it possible?
George R ... I would kindly disagree dear sir :-) You see, I was commenting about Andrew's introduction to this matter rather than actual method. Taking this into consideration, there really is not better video under 3 mins. I know you mean well :) you just don't possess ability to communicate like decent human being. So try to work on that and who knows, you can become viable part of society ... maybe .... someday .. hopefully
Damn how does he even recover from that
'Condescendent' doesn't mean what you think it means.
Did you mean 'subservient'?
me "wow this looks grea"
andrew "notice how ABSOLUTE SHIT THIS IS"
me "absolutely."
LOL
Quick tip! Blender has a Clone Stamp brush in Texture Paint mode - just like the one in Photoshop. This is super useful if you have unavoidable seams in your UV map, as you can paint over them and blend the two sides together, even if they're not actually touching in your map. It uses the 3D Cursor as a source, which you can move in Texture Paint mode by holding CTRL and left-clicking. Happy texturing :)
Wow, this is probably the coolest tip on UV mapping! Thank you!
I really need more explanation or details on how to do this. I'm in texture paint mode and can't get the 3D cursor to show up
Oh i just figured it out. You have to uncheck the "clone from paint slot" option. Great tip man.
This should be mentioned in the video as it gives a "complete" solution to UV unwrapping. There's no need to have a UV Texturing vs Texture Painting argument, as you can (and, as this comment points out; should) use them together!
MVP commenter
At 11:14, for those using Blender 3.4.1, you want to go to the UV Editor window, click the "Show Overlays" dropdown, and beneath UV Editing click "Display Stretch".
what if the texture is missing lol
Thank you
This *seams* like a good video.
paulstami I rig what u guys are doing
i will *mark* your comment
So *edgy*...
I see what *U'V* done there
It *Makes* *Seams* ?
No, sorry, that was bad.
I'm a brazillian doing Game Design college and your tutorials have been helped me out so much. Thank you for spread your knowledge and keep up the awesome work!
11:09 The heat map overlay is a bit hidden in Blender 2.80. If you go to the UV editor and open the side-panel (with the N-Key) there is Display -> Overlays -> Stretching.
cheers mate, been looking for this quite a while :P
Thanks, not the window with the anvil but the one with the UV map.
thank you!
but in view , select?? where?
I only see repeat image.... pixel coordination
TIP: To be able to see where a part of the UV map came from, click the icon of the two arrows in the top left corner (UV sync selection) in UV editing, this will allow you to deselect the edit mode thing and keep the UV map. Select anything on the UV map then it will be selecting in edit mode!
THANK YOU!!! *_*
Thank you
Thank you!!
thanks
For anyone who may be OCD enough and (similar to me), knew little about anvils but suddenly feels compelled to put the holes all the way through, here is what worked for me. The result is good, whilst taking relatively minimal effort. And most importantly, keeping all polys 4-sided! Also you might find this easier with sub-surface modifier temporarily set to hidden) :
1) Duplicate your current anvil model to another layer to keep as a back up.
2) Remove the existing 'top-only' holes and recreate the faces of this section of the anvil to how it was beforehand. Also remove any edge loops that you created for the old holes, as it will be easier to work without these and they can be easily re-created later wherever required.
3) Use the Boolean modifier technique to create the two holes, using a cube for each hole (Don't forget to exit edit mode before creating the cubes so that they are separate objects). Position each hole in a manner that they are not overlapping with the existing edges of the anvil mesh. Except for the larger square hole, which sits central on the anvil and will cut through the one central edge loop.
4) Now that both booleans have been applied, there will be faces on the anvil around the top and bottom of each hole that have become more than 4-edged polygons. Delete 'Only faces' for each of these, and join up the corners at both ends of each hole diagonally to the respective corners of each deleted anvil face. The resulting edge pattern will appear much the same as the 'inset' face tool, and the newly created faces have 4 edges.
5) As the central hole has now broken the continuity of the central anvil edge loop into two loops, new edges will need to be drawn down the sides of this hole so that the loops continue through the tunnel on each side. Delete the opposing tunnel faces, draw edges to join where the loops finish on the top and bottom of the hole, then recreate the tunnel faces which are now split by the edge loop.
6) Re-create any edge loops as necessary to sharpen up the shape of each hole as they appear with the sub-surface modifier.
If nothing else, at least this is a little more practice playing around with modelling and trying to find the simplest methods for a solution.
Thanks for the great tutorials, Andrew!
3 years later.... i know quite a bit more about UVs. Some resources and tips in no order :
1. Apply all transforms to get sensible UV island scaling on an unwrap
2. Use Shift+G -> Select similar and L -> Select linked to help isolate your shells. Shift+H to hide unselected, Alt+H to unhide all
3. Put Mark Seam + Mark Sharp on hotkeys, and their unmark equivalents on a similar hotkey. I use Alt+1/Shift+Alt+1 and Shift+2/Shift+Alt+2, respectively
4. isolate to local view when unwrapping a more complex piece. Located in the 3D viewport within the top pane, View -> Local View -> **Toggle local view**
5. Shift+F10 over a viewport window to open UV Editor. Shift+F5 to open 3D view
6. Daniel Bystedt released a Blender-specific UV unwrapping tutorial that is very useful. Check it out
7. Paid addons to further simplify the process : UVPackmaster3, RizomUV, MeshMachine (For LSelect, can push through pole topology)
Thanks man!
thankyou!
can I ask, what do you mean - 'isolate to local view'?
@@mosstet Within the 3D View window in the top pane, choose View -> Local View -> **Toggle Local View**, I'll edit my original post for clarity
11:09 for blender 2.9 and above, just click "show overlays" next to open image pin, in 2nd top bar, in dropdown menu, you will see first option as "display stretch" ... just enable it.
Бля чувак ты внатуре помог ебана в рот, сижу тут ковыряюсь ебана по голове. От души братка!
All the other tutorials I’ve seen on UV unwrapping have added in lots of other stuff and made it look very complicated and confusing. This gets to the heart of the matter and makes it straightforward. Andrew also explains how and why you put seams in certain places to get the best result, not just press this button then that button. So thanks.
For people wondering, UV unwrapping is nothing else but setting 2 extra floating point coordinates to each vertex in each triangle of your model, these are two values between 0 and 1 which represent a percent between 0% and 100% of where the vertex belonging to that triangle, is present on that square texture image, on the x and y coordinates. This information allows rendering engines to "cut" a bitmap out of your texture and draw it in the triangle as it renders the object. This is not important for most people to know but I find that understanding part of the mechanics behind 3d engines when you're into 3d modeling, it demystifies the whole process and in this particular case it helps you understand what a "UV map" is and how and where does it get saved. So things to take away from this... each triangle has 3 vertexes and each vertex has 2 UV coordinates, this information gets saved INTO the 3d object, so the "map" is not a separate entity from your model. I know when you first get into UV mapping things are a bit overwhelming, until you realize the simplicity of what it really is and how it works.
NightLurk That's a great way to think about it. Thanks!
shut the fuck up, nerd
Wow, I can totally understand that.
That makes a world of sense. Also very good to know for version control & team-management - the model has to be "locked-down" before the UV mapper can get started.
Now i'm more confused, but thanks for trying.
I appreciate how you took the time to explain, in laymen's terms, what UV unwrapping is. Unwrapping a cube was genius, because I've never seen anyone explain it that way before.
Feedback: I think you should've put a checkered texture before starting the UV unwrapping, instead of the metal. Easier to see the distortions on the model, such as the horn. That's also another way to see physical stretching. Great tutorial!
EDIT: My bad, I was super unclear. I mean that it would be easier for beginners to see! :p
I was going to use the checkerboard pattern, but I remember as a beginner getting confused by the pattern. As it wasn't clear what it had to do with texturing. So to keep it practical I used a typical texture, so there's no confusion of it's intended use.
Also if you're using the Stretch tool in the properties like I did, there's really no need for the checker pattern coz you'll see the stretching far easier in the heatmap.
Blender Guru yeah, makes sense. I was hoping the texture wouldn't confuse anyone due to how sparse the rust was, so it might be hard to tell where things were, great job!
Honestly the checker is ugly and boring, I think you made the right choice.
I don't use Blender or any 3D application but I wanted to understand the whole UV thing. I used to think how on earth you can wrap a paper around all objects. Watched this video and it clarified everything and taught me what the heck is this UV thing. Clear as Water.
It's been almost five years since the video was released, but your lessons are still relevant today. Thank you for your work!
First of all, very good tutorial. Though I am a beginner I scarcely had problems.Thank you all so much!
One thing I noticed, if nobody else mentioned it before;
If you hit Ctrl+ E while being in the UV Editor with your mouse, you only have to choose between “Mark seam” and “Clear seam " - no other options- less searching.
When texture painting you can use any texture image. Even a none texture image. Say from a picture of an actual elephant or something. There is a way to lay the image over the model in the 3d view like a stencil and scale it/position it where you want it and only the part that you brush will be transposed onto the mesh. Texture painting can be as versatile as uv unwrapping, but it is a very different work flow. Texture painting is more fun in my opinion, but it is hardware intense and makes me a bit nervous, like I'm going to crash the program and sometimes it is slow to update if the texture is very large or you are trying to paint too much at one time and your computer can't keep up. You can imagine how intense it is when you see Andrew's computer lag to update and you can be sure he's running at least a 1080 with 32gigs of ram and probably twice that. Most of us are going to have to make due with far less powerful machines.
These tutorials are the most comprehensive videos I have ever seen for Blender. Nice work.
you should probably redo this whole anvil series.... its good... and... well... blender has changed.... thanks for everything so far! Been at blender for like 2-3 weeks now and its really hard but im sticking with it. Youre a super dope teacher!
For real. His tutorials are great, but Blender has changed so much, that it takes a lot of time and work to figure out some of the changes. He's probably hella busy, but it'd be great if he did an updated tutorial.
well , if you are used to the UI of the version you're using, you would be able to follow along the tutorial without any problem .I'm using blender 2.93 and the shortcuts are still the same ; even if they got changed you could always press F3 and enter what ever you want
You've mostly just got to look up the tool he says that doesn't match the new blender along with the blender version you're using, I've looked up a few "blender texture paint mapping 2.9" type things
You can actually follow along very easily, just have to have a decent foundation of blender basics
its pretty much the same theres just two things which have been moved in the interface which are mentioned in the top comments
You seriously should be teaching as main occupation. Ridiculously clear and with the optimal pace, I wished all my university professors would be like this. Keep up the astounding work!
For those using 2.91, you can find the Heat Map (Display Stretch) in the Overlays drop down menu (the icon with two circles overlapping each other) on the top right corner of the header.
thanks!! I've been looking for it for a while
@@한샘초이 No problem! Took me a while too and I thought of sharing it here as well :)
Thanks for sharing it.... :)
Man I lov u
Big thanks to Andrew for this tutorial. I love how you not only explain what to do, but WHY we're doing it. Really clear and concise.
Keep UV Selection in Sync has been moved to the top left in the UV window for 2.8. Not impossible to find but it took like 5 mins of searching and it was in plain sight. Lol.
Not sure how I Feel about having to register on your site to finish the tutorial though.
Best blender tutorials on UA-cam. I started 6 months ago and thanx too you I’m getting hella good!!!
how's it going a year in?
My friend showed me your video after I was expressing my frustration with tutorials and you're literally HEAVEN SENT! I am trying to delve into the world of Sims 4 custom content creation and I was starting from literal ZERO KNOWLEDGE. I had NO IDEA what UV mapping was at all! I spent an entire night sifting through various tutorials trying to piece together information! All the other tutorials I have come across don't explain to me WHY I'm pressing something, WHAT I'm doing, what things MEAN, why it's NEEDED. They will just be like "press this, now this, and go here to this area and do this" and I was just sitting there like ok but why?! What are we doing right now?! I LOVE that you explain why I'm pressing something, what I'm looking for, why something matters. You are literally explaining to me things in this video I was so confused about last night and eventually figured out through trial and error. I would have saved so much time if I had found your video first. I love you so much I am subscribed now and will be watching more tutorials you're an excellent teacher!!!
These tutorials of yours are just pure loveliness👍👍
Wish this existed a year ago when I was learning UV unwrapping. This is the first video I'm going recommend to everyone who gets hung up on UV unwrapping. There simply haven't been a whole lot of good concise (and free) UV tutorials out there.
Took me 10 minutes to find out that you have totally different material options when you didn't set Cycles Render but Blender Render (as is the default when starting a new scene). You need to turn on "Cycles Render" in order to be able to set a texture or use the node editor with "shader" nodes.
Thanks! I had the same issue
You just ended about 5 minutes of head-scratching of my own, thank you.
You're the real MVP.
same here
Saved meeeee. Thanks alot
For all who can't find Stretch in 2.91.0: at the top right next to UVMap you click on the arrow down next to the Overlays button. Then you check "Display Stretch". Took me 20 minutes to find.
thanks bro
11:12 THE UV ''STRETCH'' is on The OVERLAY.
Just wanted to let you know that I really enjoy your style of teaching. Of particular benefit to me, the newbie, is that you explain the criteria by which to make choices, alternatives, what the consequences are for each. The allows me to understand thinking in 3D rather than merely following steps by rote. Additionally, you throw in little tidbits of this button, or that, what it does and why I might want to use it. I'm not forced to learn a UI, I'm taught how to do things and what tools are at my disposal. There's something about a "by the way..." that is context driven and helps me absorb the ideas naturally. Because of all of this, when I run into problems, even if I'm slow, I can work out what to do, because I know why things do what they do.
I feel confident that at some point, with continued study and practice that I'll actually be able to master two complex things: the field of 3D and the program that is Blender, and that I can actually project my own successes in a learning curve over a far shorter future that I had imagined before.
Thank you for the good work.
3:38 if you look closely on the uv editor, all of your vertices are in one place on the bottom left of the texture.
Yeah, blender does give the models default UV mappings, it just maps it all to a single pixel :) Utterly useless lol.
i don't think it's useless because i think that is how blender gives a texture to your model, and that is why blender doesn't show any texture in you model when you upload a texture to your material without a UV.
Why doesn't someone make a video of how to import OBJ with MTL files so that if you are working in Maya or Max first and then you bring models into blender they do not lose their materials, shaders and texture data. Many times it does not quite work so well with FBX either... Any ideas? Hope someone will make a video on this because so far I have not found one.
@@DisneyGymGirl Having the same problem too and no one seems to know! Did you ever figure this out?
No never solved it... mtl files never worked for me.
I couldn't understand the algorithm of UV wrapping well until I watch this. Very detailed and beginner friendly tutorial. Thanks a lot.
Who's Mark Seem?
huh, good question?? 😂😂😂😂😂
From the Alpes in Switzerland, I send you my full gratitude and appreciation for your video tutorials. Well done !
If anyone is wondering how to keep the UVs while the mesh is not selected in Blender 2.93: Active the double crossed arrow icon (top left corner) that is called "UV Sync Selection".
thank you
This was probably the best explanation that I've ever seen on this topic, very well done. There is one more downside to auto-generated UV layouts that wasn't mentioned. I personally don't think it's a big deal, but I've heard people say that the auto-generated UV layouts are bad because you can't recognize the shapes of your model in them anymore, which makes it impossible to draw onto the texture in a 2D image editor (like Gimp or Photoshop). So if that's what you are planning, then take the time to properly UV unwrap your model manually.
This SEAMS to be a rather good tutorial, really useful and well explained.
even with 5 years blendering these tutorials learn you neat little tricks you didn't know before :) thanks!
For Stretching in Blender 2.93.5
Top Right corner in UV Editing (Two Circles that are overlapping.) Click the down arrow on that. Check the box that says "Show Stretching."
Thank you!
Intermediate? This is the first BEGINNER UV unwrap tutorial that made sense! Thanks Andrew for taking the time to really explain (it starting at 2:40.5)...
UV stretch, for anyone using 2.9+
Go to the two intersecting circles (on the upper right side of the window) and click on the drop down arrow, then select "display stretch".
Wouldn't the seam be better on the underside of the horn? At least in a game-asset context that is,where you'd want to be able to place it with either side towards you.
Anyways, amazing tutorial. I've always found unwrapping to be a hassle but you made the remaining pieces fall into place.
Also, on the topic of UV project: Texture painting is fine, but the moment you import it to for instance Unreal Engine it'll generate lightmaps based on the UVs, so the earlier seam will be glaringly obvious in the lighting.
Yeah I was going to, but since edge selecting it selected an edge all the way around the model I was lazy and just did it to one side. But really, it's highly, highly unlikely you'd spot either unless you had a camera situated underneath the anvil.
I get a little twitchy if my seams are not symmetrical on a symmetrical object. Have to admit, I was cringing at that part of the video =D
Great tutorial by the way. I know most of this already, but still nice to watch. Thanks for the tip about the stretch heat map by the way. Did not know about that feature.
Already watched all the previous series of tutorial now I'm a 3d designer
watching this new series just for fun
Thanks you bro
Who else is going through these tutorials and accidentally trying to rotate the video with the middle mouse button?
chagew8966 lol
I almost tried to zoom out with the scrollwheel :D
I did SHIFT+middle mouse click to scroll down the comments :D
I did alt f4
Most of the time, I don't try to rotate the view when there's a talking person on the bottom ;)
cheers!
Thank you for the tutorial! Really helpful. In case anyone else had the same issue---I made a model in SketchUp and another in Photoshop 3D--Unless I'm doing it wrong the model meshes are exported with unecessary tris..Blender was the answer to fix this and its uv mapping capabilities are great for this task.
Thank you so much I was pulling out my hair trying to figure this out. you saved me so much time (and money for going to have to buy a wig) you got a like and a sub
Excellent tutorial. I know it is only an introduction and not intended to cover every aspect of UV unwrapping, but I now feel I have a better grasp of the topic than before...thanks!
Thank you, the movie was seamlessly useful :)
congratulations to blender for besting me. no matter what i do, nothing i try in the UV editor shows anything in the grid screen next to it (using version 2.80). after following every single step that's taken in this video, even on the model from the video description, nothing shows up. if even the smart tool doesn't give me any result whatsoever, then i have no chance to figure out what's going wrong and where, nor how to fix it. i repeat, congratulations to blender. you've done it. you've bested me on this part
0:11
"are you still playing overwatch?!"
"Er, no i' m working""
The best UV unwrapping tutorial I've seen so far on the UA-cam! Congrats Blender Guru!!
I am using blender v2.79 and at around 2:50 I cant find this image texture option to use for color
Why am I getting a completely different material view to the blender file saved in this tutorial?
You should change render to cycles.
thanks man! xD
THANKS!
THANKS omg this saved my ass
I've always been intimidated about UV unwrapping and never understood it. But this tutorial really made it clear and simple on how to UV unwrapped! Thanks so much! :)
from where do I enable UV stretching display in blender 3.2.2?
Edit: never mind I found it on the top right next to the pin button on the UV screen, there is a button which has two circles intersecting( show overlays button), click the small down arrow next to it ,and then you will find display stretch checkbox under UV editing
One of the best tutorial for UV unwrapping. Thanks a lot man for taking the trouble of explaining everything from scratch.
hey andrew, the poliigon link is broken
Thanks a lot!
He doesn't put a new link in de discription so everybody is going 2 times to his website and that's good for his SEO
Thanks!
@@lenuage827 were you able to download the texture for free?
@@Neo-tr6ni Yes! You just have to become a member on Poliigon and refresh the page, the texture should be free.
Oh man, this takes me way back to the days of ripping bitmaps out of Halo and just throwing a bunch of stuff all over them in photoshop. I knew nothing about UV maps and whatnot, but seeing the textures for all the vehicles and weapons was super interesting.
TIP: If your UVs don't look like Andrew's when you hit "unwrap", your object might have non-uniform scaling. To fix it, select your object in Object mode and hit CTRL+A -> Scale.
Unwrap again and it should be fixed.
Thank you :)
Legend :)
I love how you can almost see the ideas overflowing his brain but his tongue is not fast enough to explain all of them at once. Tremendous tutorial, anyway. I have learned more about blender in the last three weeks that in the previous three months trying to learn by my own just clicking everywhere XD
Hope to see another blender art critique video sometime!
Mark Kelly - THANK YOU!!!! Got stuck at the excact same problem. So Cycles render it is from now on. Had to do the entire uv unwrapping without being able to apply the texture. Thanks again.
Didn't know about the stretch option and the heat-map. Will help me alot. Trying to unwrap a submarine and can't get it right. Hope this will help.
For anyone watching in blender 2.9 wondering where the uv stretch overlay is, It is in the overlays dropdown menu. (the one that looks like two circles (one being an outline) intersecting.)
Guys if things looked stretchy make sure your shape is scaled, this drove me nuts.
ctrl+A, on your structure while in object mode then choose scale.
NO you need to understand HOW BADLY THIS WAS BOTHERING ME and you MY SAVIOR has rescued me.
THANK YOU
Brilliant animated illustration of unwrapping! I have viewed several tutorials demonstrating unwrapping a cube, you are the first to animate the unfolding action. Kudos. I am enjoying you tutorials and learning a lot.
Can you make a character model tutoriol?
-@AlaSnackBarr AlaHackBarr maybe YOU should search for an english tutorial to learn how syntax works. Also, stay there.
@AlaSnackBarr AlaHackBarr maybe you should maybe should you should maybe maybe should you.
@AlaSnackBarr AlaHackBarr what's wrong with you?
Susuya Juuzou English not everyone’s first language
Clear as water. I finally understood what UV unwrapping means. Keep up the great work man.
I could have needed this earlier 😂. But I still learned a lot. Thanks :)
Guru is right. You are awesome! I remember your videos from a couple years ago, but remembered you right away. Thanks!
Many of the randomly customized key maps that these videos use are a non-starter for beginners.
Blender Guru, the timeless class. Long life to you.
I always thought overlapping UVs was illegal
For texturing painting, it might be. But for seamless textures, go for it!
It's used a lot in games for cloned objects, I have a table with 4 legs but one island or image that each leg of the table can use
Do you mean illegal as in its something you should never do...Or can you actually break the law using blender lol
it's so messy it should.
I am new to blender its a serious question! lol
Thank you, Andrew, for everything you are doing here on UA-cam. It's incredible, you're tutorials are so great to follow - they're clear you are well spoken and you're an excellent teacher. Thank you once more!
@BlenderGuru Been using blender for years, There's a really great UV plugin I use called "UV Squares", Don't know if you ever have used it or heard of it before but maybe you should do a separate video showing off the power of that plugin, its really great for circles and such.
Here's the link: wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/UV/Uv_Squares
In edit mode, in Options tab you can tick "Live UV unwrap". This will unwrap automatically when you place a seam. Saves a couple of button presses.
18:54 "What is a Freestyle edge" - Freestyle is NPR renderer for cellshading, cartoons, blueprints and so on, produces linework around object contour and edges. With this option you can mark where Freestyle will mark the edge apart from automatic calculations. Go to render tab, tick Freestyle and render the image.
I think this tutorial is a tad over simplified, there is so much more to UV unwrapping that needs to be mentioned, especially in game assets and texture painting, beside artefacts when calculating lights, due to the facing of normals around a seam, i often find, that it is a nightmare to make a cut invisible, even with a proper texture painting software like Substance Painter, it's a tough job if you want a semi-good result, even in the video it is very clear that the seams are giving you trouble and are very visible. i hope you would have covered things like hard edges, soft, how the software calculate light based on normals, normal weight, artefacts etc. for a beginner this is extremely important at least knowing that this is out there, plus how to read up these things. Im sorry for my negative comment, you do a great job love your videos, the reason im writing this is, you once said that it's important to learn the skills properly from the beginning (free vs. paid tutorials) and personal i find this tutorial to be leaning too much against the over simplified version... ps. keep up the good work :)
It's a _beginners_ tutorial for UV unwrapping. It just explains how to do it. Don't expect an in-depth explanation on how everything works, specially when teaching to noobs (like me). Maybe in another video he could explain details further, but right now, we just wanna know the basics.
That sounds like a lot of intermediate stuff. I'm just happy I was able to get this far. I'd be glad to learn all that, but I think BG did the right thing by just getting the texture on the model.
can you suggest a good paid tutorial ?
why a paid tutorial man? paying money doesnt make u learn more or better.
I don't know but I must be in a mood, but there always seems to be someone who just has to show off their depth of subject knowledge! This is a numbie vid and you simply don't qualify! Ok cooling down. Back to trying figure out why I can't select that internal box properly.
I'll say it again: you're my hero, great teachings!
dude I cant find half of the options on the right at 2:48
Make sure you're using the right rendering engine. The default is Blender Render, which gives you different options in that area. You need Cycles Render. Its selectable as a dropdown at the top of the screen.
THANK YOU
That's great thank you! Was so confused for a minute!
groperofeuropa thank you so much, there is no way i could‘ve found that
you are a gift from god
Great tutorial. From never having used UV unwrapping, I went on to create a fully textured native american tepee in about 20 minutes.
"sever someones head, what I'm saying is there is a cut" hahaha
Gotta love his dark humor
I tend to use both of the techniques for texture application, as for example, with a rough metal object, you can unwrap a metal texture around the object, and then paint the scratches and scuffs onto the corners by hand in order to hide the obvious seams.
21:32 "here is the anvil and w-HAT IV'E DONE..."
Just getting my feet wet in 3D modeling. This really helped make sense of UV unwrapping, thank you!
0:19 It's gonna give me nightmares for a week
I did UV unwrapping horribly in my scene. Then, I watched this video and went back re-did the unwrapping and it came out just fine. Thank you for this
1:23 praise the lord through a tutorial
This series is perfect for what I hope to achieve in blender. I'm excited about the upcoming sculpting and normal map baking tutorials. Thank you.
Please, do not forget to tell you're using Cycles Rende. I've lost some hours searching in Blender's Reference Manual how to use an image as 'color'>image texture.
it took 5 seconds the find the result... its literally the first answer on blender exchange when you type "why can i not use image texture in blender" on google.
Reminder to save frequently
The link to the texture is broken :=(
www.poliigon.com/texture/metal-spotty-discoloration-001
nice thank you!
@@mohamedbakir5029 huge thanks Brooo !
Num Pad "." and "Home" button are both super useful.
. focuses on what you have selected.
"Home" shows all the items in the scene....
also works in node editor.....
0:13 What I think I look like
0:17 What I really look like
Simple yet effective explanations. Now I know why we need more seams to get better result. Thanks.
oh shizz i have that exact water bottle