Hi Josh, I took the plunge and bought the Blender Bros Black Friday Bundle! 2023 is going to be a busy year, going to put my nose to the grind-stone and learn as much as I can. I've got plans and these courses will be a tremendous help!
I was trying to figure out how to uv wrap and couldn't figure out how to do it when you have tri's and not just quads, this was very helpful and also helped me a lot to understand how to place my seams properly, Thank you!
Tip for productivity: Right click mark seam in the edge menu and assign a shortcut to it, be careful not to override an exsiting shortcut! (I use the number row 4).
I get comfortable with Uv with your unwrapping course and all the videos of your channel like this one ,cant thank you enough Josh!! keep up the good work
Great guides man.. cheers! I took the plunge and grabbed a bundle of addons (Cablerator, hard-ops/Boxcutter and mesh machine) and suspect I shall be making the most of the videos from yourself and Ponte to guide me through them, so thank you for those too!
Hi Josh, thanks for the video. Got a question, probably dumb one but I'm beginner. If I have a high poly meshes with bevel modifiers all over the place, and I inted to use only high poly texture it in substance, not to bake it to low poly one, should the bevel modifier be applied first and then UVed? And why does in Blender bevel modifier under Geometry/Mitter Outer if set to Arc gives shading errors after baking in substance but the Sharp type is good?
id rec breaking up those wasteful loops and even add more seams. with modern 3d paint programs seams matter a lot lot less as they are just painted thru by the paint programs. i also rec more padding space...as maps get mipped alot in games.
I've got a question, is it always necessary to have no n-gons on both non-destructive and destructive modelling? I seem to make my renders having all faces quads.. thus making the object pack more vertices counts. Can anyone explain when and where to use or not to use n-gons. I'd appreciate it.
if the object is not skinned for animation or if its not a character or other similar thing then quads are not necessary. and even in an animated character what you really need is even topology. people get hung up on lots of things that really are not nessesary. game engines triangulate everything...even characters.
Hi Josh, I took the plunge and bought the Blender Bros Black Friday Bundle! 2023 is going to be a busy year, going to put my nose to the grind-stone and learn as much as I can. I've got plans and these courses will be a tremendous help!
Found this video after a hard week trying to figure out UV's and Texel Density, i can breath now, thanks man!
I was trying to figure out how to uv wrap and couldn't figure out how to do it when you have tri's and not just quads, this was very helpful and also helped me a lot to understand how to place my seams properly, Thank you!
Tip for productivity: Right click mark seam in the edge menu and assign a shortcut to it, be careful not to override an exsiting shortcut! (I use the number row 4).
or put it on your q menu
Really helps me a lot ! Thanks for teaching your skills to the community. That's great !
I get comfortable with Uv with your unwrapping course and all the videos of your channel like this one ,cant thank you enough Josh!! keep up the good work
Great guides man.. cheers! I took the plunge and grabbed a bundle of addons (Cablerator, hard-ops/Boxcutter and mesh machine) and suspect I shall be making the most of the videos from yourself and Ponte to guide me through them, so thank you for those too!
Very helpful. I only did uvs once in Maya and it was really painful. Thank you Josh dor this insightful tutorial.
Thank you for your time!
Thank you , you really helped me especially the tips for game assets ❤
11:56 yeah i thought that earlier and i confused at first when you put it on back of inside. But now is make sense
Im not scared im tired from this shayt
do you have any tutorials on baking textures in blender?
Hello, nice video. I would like to know, how to simetryze the "mark seam"?
Hi Josh, thanks for the video. Got a question, probably dumb one but I'm beginner.
If I have a high poly meshes with bevel modifiers all over the place, and I inted to use only high poly texture it in substance, not to bake it to low poly one, should the bevel modifier be applied first and then UVed?
And why does in Blender bevel modifier under Geometry/Mitter Outer if set to Arc gives shading errors after baking in substance but the Sharp type is good?
screen cast keys would be nice.
id rec breaking up those wasteful loops and even add more seams. with modern 3d paint programs seams matter a lot lot less as they are just painted thru by the paint programs. i also rec more padding space...as maps get mipped alot in games.
Please add some margin between your UV islands!! If you don't have a big enough margin, you will get texture bleeding!
So, do checkers patterns need to align between seems or is it only important for them not to be stretched?
They just have to appear roughly the same size, and the squares must stay squares, without distortion.
Any thoughts on RizomUV
I've got a question, is it always necessary to have no n-gons on both non-destructive and destructive modelling? I seem to make my renders having all faces quads.. thus making the object pack more vertices counts. Can anyone explain when and where to use or not to use n-gons. I'd appreciate it.
if the object is not skinned for animation or if its not a character or other similar thing then quads are not necessary. and even in an animated character what you really need is even topology. people get hung up on lots of things that really are not nessesary. game engines triangulate everything...even characters.
👍👍👍
15:30 The only reason I don't like those kinds of rings, is that you lose all that space in the middle, if you are not manually placing the islands.
No problem if you are a UV Packmaster user
When I learn how to do this im going to make a video showing how but with out all the filler. It will be "Click here, click here and click here"
i dont want to be unthankfull, but this tutorial would have been 100 times better if u would haveprovided that object