[flow_default] Transcription for audio/AITJJSORT/Blender Course - Advanced Interior Visualization Training/7 - Materials/7 - Unwrap Mapping in Architecture.wav
Browse files
audio_AITJJSORT_Blender Course - Advanced Interior Visualization Training_7 - Materials_7 - Unwrap Mapping in Architecture.json
ADDED
|
@@ -0,0 +1,12 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"file": "7 - Unwrap Mapping in Architecture.wav",
|
| 3 |
+
"transcription": {
|
| 4 |
+
"audio_file": "7%20-%20Unwrap%20Mapping%20in%20Architecture.wav",
|
| 5 |
+
"text": "In this lesson we will discuss the method of Envra mapping. This is a slightly different mapping method that is used more often if we want to have full control over each face, regardless, or if we are mapping complex geometry. In this case I will show you how to use Envra with the example of a cube. We'll isolate our cube in the scene and switch to a slightly different view so that we can clearly see our texture. We perform Android mapping in edit mode. We also need to have the UV editor tab supported here, as you can see in the lower left corner. While in edit mode, we have the ability to select each face individually and actions only and exclusively within this face with our texture. For example, if we want to do something in this spot only and exclusively with this face, we select it right here. And it automatically appears in the UV editor. In the UV editor, we select our face and we can move it however we want. We can scale it in one direction or the other, or rotate it by any angle, for example, by 45 degrees. This way we can change the texture only and exclusively within one element that interests us. We can do something similar here. Rotate it by a completely random angle. Here we can scale it down a bit. Here scale it up a bit. in this way we can manipulate our element and map our element completely freely. In practice such mapping happens quite rarely because there aren't usually elements that we want to change. It's such a strange way to arrange the texture but there could be a situation for example that we will have modeled for example a tabletop. Let's edit it quickly as an example. Our model resembles something like a tabletop. This resembles a table. This is of course very imprecise, done very quickly, but it's meant to serve just as a visual demonstration of what it's about. Let's map it using the UV box map. And now let's say for instance, we want to change the direction of the texture on our tabletop surface here on the side area. Then specifically, we can quite easily enter edit mode. As you can see, select all of those textures, all those phases on the side that we are focusing on, that we would like to modify in this instance. Next, in the UV editor, select all the elements and rotate them by 90 degrees. For example, we would also like the sheet to be mapped in the opposite direction. So here we select all the elements and rotate the whole thing by 90 degrees. Thanks to this, we still have one element. But the mapping is different than the result. Here is the UV box map. So in such situations, for example, unwrap mapping is a very practical and useful mapping. It's good for you to know that as for more advanced mapping techniques, I won't cover them. He touched on this in the course because more advanced mapping is used when modeling specific models. When it comes to architecture, as I mentioned, the vast majority of materials that we create ourselves are based on a cube, more or less, and in this case the UV box map mapping is definitely sufficient, with a slight correction using unwrapping, just like we did a moment ago. So, when it comes to the scope of mapping, that's everything in this lesson.",
|
| 6 |
+
"language": "en",
|
| 7 |
+
"duration": 242.7,
|
| 8 |
+
"timestamp": "2025-12-10T17:49:29.444080"
|
| 9 |
+
},
|
| 10 |
+
"timestamp": "2025-12-10T17:49:29.451939",
|
| 11 |
+
"processing_time_seconds": 203.51697278022766
|
| 12 |
+
}
|