samfred2 commited on
Commit
240886b
·
verified ·
1 Parent(s): 1c88d2f

Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 5 - 4 Unwrapping_frames.zip

Browse files
transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 5 - 4 Unwrapping_frames_transcription.json ADDED
@@ -0,0 +1,8 @@
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "text": " Hi everyone. So skipping ahead a little bit here, we now have our finished model which we've actually optimized down for our Nanite in-game mesh and geometry here. This is just for the FEMA part of the leg here. So you can see that I've gone through and done a pass on all the different pieces. There's just about ten, just over ten pieces here for that particular section. We've all kind of split out into different areas. So what wanted to do here is just briefly explain the next steps of the process and then we'll jump in with some techniques about how I actually unwrap stuff. So what do I mean by unwrapping? Once we've got our model actually modeled out and we have some geometry that we're going to use as our in-game mesh, we have to go through a process called UV unwrapping and so to briefly just explain what that is I've got this image that shows it really well here is that essentially what we do is we take the 3d geometry and we apply almost like a UV net to it which is where we have this kind of flattened version of the mesh and we apply our texture to it so this is a good demonstration of that and the way that we usually do that is by using different UV techniques and by using seams so we add seams to our model and then we unwrap so just to show that kind of process and some of the tools that we have available I'm going to use some of these basic primitive objects. So the first thing you would do is you would jump into the tab that says the UV editing. By default, this will bring you into a split view and you'll have the UV editor on the left hand side so it looks something along the lines of this. And when we tab into edit mode, you won't see anything in the UV window to begin with until you start to select things and then you'll start to see your UVs appearing here on the left. So to make things easier, we'll also apply a checker to this. So a texture like we saw in our example here, this is a checker texture for working with our UVs. So we'll apply one of those. And you can do that in different ways. If you've got various free add-ons, you'll sometimes see that you can assign checker materials. So in this textual density checker, you can see that. Or also sometimes in paid add-ons as well. So in this one, we have a Zen UV. we can apply our checker to that. And you'll see that we now have a checker material. I'll run over some of the add-ons that I use for UVing after I've shown some of the basic tools that come with Blender and some of the workflows that I tend to use. So here, like most objects as you add them in, we'll have UVs. So you can see here that we have UVs on most of these objects as we actually have added them. We'll assign the same materials to all of these objects here. so we can see the same material here, same checker. So the process really for unwrapping is you're gonna tab into edit mode here, and you can see our UVs on the left hand side. You will bring up the unwrapping menu and we have a bunch of tools that exist as part of UV mapping. So the first one is just your basic unwrap, and this is gonna unwrap things based on seams. And then we have a couple of other options. Most of the time when I'm working, I tend to use just the regular unwrap option here, but I'll briefly run over some of these. Some of them will be more obvious. So a cube projection will basically just unwrap each face individually as if it's been unwrapped by a cube. We've got a cylindrical one, which will be great for using cylinders, and a sphere one, which would also be great from using spheres. The project from view will basically unwrap depending, Determined by the view that you are actually facing in the 3d view So if we did this you'll see that it will unwrap based on the view angle, right? And then we have a couple of other ones here. So Smart UV project is just gonna essentially do it based on the angle So we can set an angle and then hit okay, and it's gonna unwrap based on on those angles So it's automatically doing UV seams and then follow active quad is useful for doing a strip of poly So if you had say a bunch of faces that you selected Sort of around a shape like this You could do follow active quad and it will straighten out all the UVs So you have everything in a big long line, right? So that's some of the basic tools that come with blender and most 3d packages will have these types of tools as well so similar kind of things like the cube projection and the sphere and everything a lot of UV editors will have that for For blender as well you also have your in the UV window you have your end panel and your tools panel Just like you do in the 3d view and so for these mostly on the right hand side for the end panel This is going to be add-ons and scripts or it might also just be the basic controls that you have inside of Blender as well so the view modes are tool in the image But there are a bunch of add-ons that are in this window enabled as well, so So that's what that area is for. And then on the left hand side is your tool. So you've got your translate basic tools like moving around and scaling and rotating your UVs. You have your regular annotate. You can rip the individual faces. So this guy will basically just allow you to pull UVs apart like this. And then we've got these kind of more sculpting style brushes so you have a grab brush which you can use to move things around and a smooth and relax and everything here as well. So we've got a couple of different options. The controls for those come under the option for tool. So this one is the pinch tool and this one is the relax tool. So you can see here, and then we have our settings for those on the right hand side. So those are some of our basic tools. You can also get more options by looking at these menus and windows as well. So there's more UV options. We won't go into every single one of these, but yeah. So that's some of the basic options. And when we're unwrapping these basic shapes, my usual process for unwrapping is to give objects seams. And you can do those in a couple of different ways. One is to just mark the object like we did with hard ops before. So we could come in here and say, let's add in seams and we'll just do a sharpen. And now you can see that we have a bunch of red seams. So when I select all the objects and press U to unwrap, it's gonna individually unwrap each one of these faces based off of those seams that we have there. So you can see how this is kind of connecting and you can see the seams and everything. So that's our first way. That's my usual way of unwrapping. The other option is, can select all of these, all these faces here or all the edges and just do a clear seams here. So we've got clear seam. And to mark a seam, you can just select an edge and right click and mark seam. You can do that from the right click edge menu and you can also do that from the unwrap menu as well. So you can do mark scene. So if we look at say this cylinder for example, and we'll just clear all of the sharp angles and the seams and everything here, I'll just run a clear sharps. This is through hard ops. This is generally pretty useful for clearing all the angles. And we just do an unwrap here. So that should be looking good. So usually I'll just, with most objects, I'll just run a sharpen and add the seams in this way. And then we can just unwrap. And you'll notice that if I do that, we'll get weird distortion on things like cylinders. So notice that we have this weird result. So in this case, we could select an edge and just do a mark seam. And we'll just unwrap this again. And now you can see that we can get our UVs sort of straightened along edges and things like that, right? So that would be a good way to unwrap a cylinder. The cubes I would just basically do individual, every single face is unwrapped along the lines of this. So anytime there's a sharp edge or a hard angle like this, you're gonna want to add a seam on that hard angle. Here we have a cube with a bevel. So I just wanted to show that you can unwrap this guy in the same way, and then with a modifier over the top of this, This will still keep your UV seams with pretty minimal distortion on edges, depending on the size of the bevel. Obviously, if we've got really large bevels, then you may see some issues there, but for the most part, this is gonna keep a pretty good result with UVs for this particular type of object, even when we have a modifier that's being added on top. So I just wanted to demonstrate that as well. And then for cylinders, the default UVs come something along the lines of this for a cylinder, which is pretty good, but you get some distortion at the top. So you can add in seams manually for this. So if we wanted to add a seam, say in the center of the sphere and unwrap that, you'd get a result, something like this, where you get slightly less distortion on the top, and but you'd have a big seam in the middle. So that's one way to kind of unwrap a cylinder there. You could also draw a seam from the bottom to the top, just on one side of the object. So if we do a mark scene there, we can just unwrap that. And you'll see that that's how this is gonna look, gives you your UVs, you're gonna get some distortion with that, but you can start to see how that one looks. So those are some different ways and approaches to unwrap and some of the basics behind unwrapping. So next I'm gonna go through some of the add-ons that I typically use, and then I'll actually jump into my particular workflow and I'll show an example with the leg, with the femur, I actually approach the unwrapping for that. Okay so just to briefly run over some UV add-ons that I tend to use so some of these are paid some of them are free. So the first one is the textual density checker. For the textual density checker this is a free add-on and essentially what you can do here is choose the texture size you plan to use and then assign a textual density value to your object. So that one is a free one plus it has also the checker materials in there as well. So there's a couple of good controls for that one. You usually find that here in the end panel on the right hand side of the 3D view and some of these also appear on the right hand side of the UV editor as well. So you just have to check which area they're available in. Stuff like Zen UV for example is actually available in both. You can see that there. So it just depends on the add-on specifically there. The next one I tend to use. So there's a couple. I'll go I'll go through the three ones first. We have text tools. This is another free one. Just has a bunch of different tools that you can set. So again, you can do checker maps and things here. It has some UV layout options so you can straighten your UVs and do different types of things here. And then we've got some options for baking, options for applying color IDs and creating mesh textures. To be honest, I don't tend to really use this all that often. I used to have it installed for when I used to use 3ds max, but it's not something that I tend to use all that much now. So yeah, in terms of another free one, we also have UV toolkit. This is again, a bunch of really useful tools. And you can see you have checker maps, again, built into this one. We've got different display options. We can arrange our UV island. So this is about orientation and everything and aligning them and things like that. It does have some useful tools we can straighten our UVs as well. So if we had a bunch of faces that we wanted to unwrap and then straighten, so if we can just unwrap these guys and then we could clear all the seams on this, so let's just do that and then we'll select these guys and do an unwrap. So let's say we had something like this, we can do a seam again for this area and then this is going to straighten by default, So if we just kind of offset our UVs a bit when you hit straighten this is just going to straighten out your UV So that's pretty useful tool as well. So a few different options. We can obviously move between Different UV spaces as well. It's got a bunch of really nice controls So this one is another free one which is pretty great as far as paid ones I don't tend to use that many only really tend to use Zen UV which is a paid for add-on in terms of UVing. This has a bunch of really nice options in there as well. It's got text-to-density options, check and map stuff as well. It's got trim sheets. It's got different UV tools as a bunch of really helpful ones. I'm not really going to be using this in the tutorial though, so just to let you know on that one. And then the one that I do tend to use very frequently is UV pack master. So we'll get into this once we get into our packing section of the tutorial so for packing we essentially unwrap our UVs and then we need to move them into the UV space which is this area we see where the texture is so when we apply when we have lots of UV islands this is basically going to find an optimal solution for packing all of those so just to briefly kind of show that we had a bunch of UVs here and we chose to pack them it's going to try and find the best solution for packing there so that's another really useful one I I tend to use this a fair amount. I don't pack my UVs manually. I mostly just rely on add-ons to do that and this will Just try and find the best solution over time and it has a bunch of different options So that's again a really good tool just for using UV. So definitely recommend this one as well So now we've explained UVing in a little bit more detail and showed some Examples and the add-ons I tend to use I want to start by actually showing the process I would typically take for unwrapping an object so here we have the FEMA that we worked on earlier And I'm basically going to go for each one of these areas and just start to unwrap stuff So the first step is applying a base material to everything so I have the low underscore leg for this particular object assigned to all of these individual pieces and So in this case the first step is basically coming into each object and we're going to assign Seams to this so you can see that these ones are done with modifiers so to apply seams I usually just use the hard ops process of just applying seams to stuff and you'll see that This now has some seams where we would expect them to be and then I'm just going to hit unwrap and So the other thing that's also helpful is in the display options. You can also turn on Stretch if you want to see your UV stretches as well if it's going to have some weird distortion it will display in the UV stretch, but we'll turn that off for now and then we can go through that later. But yeah, so now we can see that this is looking pretty good. I'm also in the view menu. I'm just going to turn the clip plane up a bit so I can zoom in on these smaller objects without it clipping. So that would be the first one and then when I'm done with the UV, I'll just move it off to the side here so that we can actually work with our next piece. So once we've done that one, we're going to move over to the next object here. So again same process. We're just gonna sharpen this guy That looks like it's doing some stuff with actually applying some smoothing to that as well So I just want to make sure that this isn't messing with my existing smoothing And we're just gonna bring that smoothing back there But you can see now that we have some seams and we're just gonna unwrap again Let's check out our UV seams there And if we've got a really long piece like this where it's potentially gonna take up quite a lot of UV space I'll protect sometimes try and find a place that would make sense to put a UV seam in here So we could potentially add one in here And we'll just mark that seam and then we'll select everything and unwrap it again So you can see that this is nicely laying out these objects And then we just basically repeat this process on every object here. So For cylinders this can be a little trickier We'll do the same prep process and you'll see that We'll just sharpen everything again and we'll UV unwrap it You'll see that some areas, so if we again, we turn on our display for, let's make this window a little bit larger, for stretching, this can be good for identifying where some of these are going to look a little bit odd. And if you're having trouble visualizing this, one of the things you can do here is you can jump into UV sync to see the differences here. one quirk that's a bit weird with Blender is they have this option up on the left hand side called UV sync. So when you're working you'll see that we don't see any UVs as I mentioned before. When you select all of them you'll see your UVs in the window here as we start to edit them. UV sync is a workflow where you'll always see your UVs. It doesn't matter what you have selected. So that's something to keep in mind it makes visualizing the selection a lot easier because if we do this and we have everything selected you can't tell what you have selected in the viewport. So if you turn on UV Sink it's going to help you to understand which part of the model you have selected. Just be aware that UV Sink doesn't have a bunch of tools available so sometimes you have to switch between the different view modes there but just a bit of a quirk there for Blender. So now I've marked the seams on this cylinder I'm going to unwrap this but you'll see that some areas have a little bit of weirdness like this area here isn't a particularly good UV seam for a cylinder so I would mostly come in and where we've got flat faces like this we're going to be pretty good if we've got edges like this kind of stuff and you can see the difference between these areas with the UV stretching as well. Depending which type of stretching you have you'll be able to spot these a little bit easier. So with these kind of guys I basically will just add in seams for these. So we'll just do a mark seam here and a mark seam here and probably also here and then now let's just re unwrap this and you'll see that we can straighten out all those different sections there. So this is definitely looking a lot better so we go through that kind of process there to fix up those areas and then we just continue again so for this one let's have a look at how this is going to look. So this is actually mirrored so we can do one side and then mirror the UV's there so this is how those are looking and if we didn't want a seam in the middle of this object we could just basically collapse our mirror and then re-UV this so if we do that there you'll see that we now have these pieces and this is how this is all coming together and looking for the UV so it's kind of continue along in this process this one will do maybe one of these other big pieces as well just so we get an idea for that so we'll mark our seam so on this guy and these ones aren't really working the seams aren't working super well on this area So if you want to manually add seams, I will mostly use the select shortest path option Which is control clicking the edges and you can actually come in here and Manually add seams or remove seams so that can be pretty handy So I'll just come through and do that Yeah, so that should give us some pretty good seams and then what we can do now is just unwrap everything and you'll see How this is coming together, which is looking pretty good Giving us some decent UVs there as well So it basically just keep going through this process on every part of the objects And just applying a sharpen to these Adding the UV seams to this and then just repeating that process. I tend to just move them off And then when I'm done with all of the objects, so let's just say we've finished with the UVs now and we'll just hide Some of these ones that we haven't UV'd here and we'll just select the ones In here that we have UV so these are all of our objects. Let's say we were kind of finished with our UV in here We would basically select the different objects here in the Outliner and then we can tab in and now we can see the UVs for everything everything. At this stage we can definitely review any UV stretching that we have if you wanted to check that type of stuff in the view modes. You can obviously come in here with the viewport here and check that so you can see if you have any issues with stretching and everything. And then from there we would begin our packing. So I'll cover that stuff in the next tutorial, but essentially what we would then do is start to pack our UVs within our UV space there and that's how we're kind of approaching our UVs. So that's the process and then you just repeat that process for every object in the leg. So we have all of these ones for the FEMA and then we would repeat that for every other section in terms of the UVs there. So that's our process for UVing.",
3
+ "segments": [
4
+ {
5
+ "text": " Hi everyone. So skipping ahead a little bit here, we now have our finished model which we've actually optimized down for our Nanite in-game mesh and geometry here. This is just for the FEMA part of the leg here. So you can see that I've gone through and done a pass on all the different pieces. There's just about ten, just over ten pieces here for that particular section. We've all kind of split out into different areas. So what wanted to do here is just briefly explain the next steps of the process and then we'll jump in with some techniques about how I actually unwrap stuff. So what do I mean by unwrapping? Once we've got our model actually modeled out and we have some geometry that we're going to use as our in-game mesh, we have to go through a process called UV unwrapping and so to briefly just explain what that is I've got this image that shows it really well here is that essentially what we do is we take the 3d geometry and we apply almost like a UV net to it which is where we have this kind of flattened version of the mesh and we apply our texture to it so this is a good demonstration of that and the way that we usually do that is by using different UV techniques and by using seams so we add seams to our model and then we unwrap so just to show that kind of process and some of the tools that we have available I'm going to use some of these basic primitive objects. So the first thing you would do is you would jump into the tab that says the UV editing. By default, this will bring you into a split view and you'll have the UV editor on the left hand side so it looks something along the lines of this. And when we tab into edit mode, you won't see anything in the UV window to begin with until you start to select things and then you'll start to see your UVs appearing here on the left. So to make things easier, we'll also apply a checker to this. So a texture like we saw in our example here, this is a checker texture for working with our UVs. So we'll apply one of those. And you can do that in different ways. If you've got various free add-ons, you'll sometimes see that you can assign checker materials. So in this textual density checker, you can see that. Or also sometimes in paid add-ons as well. So in this one, we have a Zen UV. we can apply our checker to that. And you'll see that we now have a checker material. I'll run over some of the add-ons that I use for UVing after I've shown some of the basic tools that come with Blender and some of the workflows that I tend to use. So here, like most objects as you add them in, we'll have UVs. So you can see here that we have UVs on most of these objects as we actually have added them. We'll assign the same materials to all of these objects here. so we can see the same material here, same checker. So the process really for unwrapping is you're gonna tab into edit mode here, and you can see our UVs on the left hand side. You will bring up the unwrapping menu and we have a bunch of tools that exist as part of UV mapping. So the first one is just your basic unwrap, and this is gonna unwrap things based on seams. And then we have a couple of other options. Most of the time when I'm working, I tend to use just the regular unwrap option here, but I'll briefly run over some of these. Some of them will be more obvious. So a cube projection will basically just unwrap each face individually as if it's been unwrapped by a cube. We've got a cylindrical one, which will be great for using cylinders, and a sphere one, which would also be great from using spheres. The project from view will basically unwrap depending, Determined by the view that you are actually facing in the 3d view So if we did this you'll see that it will unwrap based on the view angle, right? And then we have a couple of other ones here. So Smart UV project is just gonna essentially do it based on the angle So we can set an angle and then hit okay, and it's gonna unwrap based on on those angles So it's automatically doing UV seams and then follow active quad is useful for doing a strip of poly So if you had say a bunch of faces that you selected Sort of around a shape like this You could do follow active quad and it will straighten out all the UVs So you have everything in a big long line, right? So that's some of the basic tools that come with blender and most 3d packages will have these types of tools as well so similar kind of things like the cube projection and the sphere and everything a lot of UV editors will have that for For blender as well you also have your in the UV window you have your end panel and your tools panel Just like you do in the 3d view and so for these mostly on the right hand side for the end panel This is going to be add-ons and scripts or it might also just be the basic controls that you have inside of Blender as well so the view modes are tool in the image But there are a bunch of add-ons that are in this window enabled as well, so So that's what that area is for. And then on the left hand side is your tool. So you've got your translate basic tools like moving around and scaling and rotating your UVs. You have your regular annotate. You can rip the individual faces. So this guy will basically just allow you to pull UVs apart like this. And then we've got these kind of more sculpting style brushes so you have a grab brush which you can use to move things around and a smooth and relax and everything here as well. So we've got a couple of different options. The controls for those come under the option for tool. So this one is the pinch tool and this one is the relax tool. So you can see here, and then we have our settings for those on the right hand side. So those are some of our basic tools. You can also get more options by looking at these menus and windows as well. So there's more UV options. We won't go into every single one of these, but yeah. So that's some of the basic options. And when we're unwrapping these basic shapes, my usual process for unwrapping is to give objects seams. And you can do those in a couple of different ways. One is to just mark the object like we did with hard ops before. So we could come in here and say, let's add in seams and we'll just do a sharpen. And now you can see that we have a bunch of red seams. So when I select all the objects and press U to unwrap, it's gonna individually unwrap each one of these faces based off of those seams that we have there. So you can see how this is kind of connecting and you can see the seams and everything. So that's our first way. That's my usual way of unwrapping. The other option is, can select all of these, all these faces here or all the edges and just do a clear seams here. So we've got clear seam. And to mark a seam, you can just select an edge and right click and mark seam. You can do that from the right click edge menu and you can also do that from the unwrap menu as well. So you can do mark scene. So if we look at say this cylinder for example, and we'll just clear all of the sharp angles and the seams and everything here, I'll just run a clear sharps. This is through hard ops. This is generally pretty useful for clearing all the angles. And we just do an unwrap here. So that should be looking good. So usually I'll just, with most objects, I'll just run a sharpen and add the seams in this way. And then we can just unwrap. And you'll notice that if I do that, we'll get weird distortion on things like cylinders. So notice that we have this weird result. So in this case, we could select an edge and just do a mark seam. And we'll just unwrap this again. And now you can see that we can get our UVs sort of straightened along edges and things like that, right? So that would be a good way to unwrap a cylinder. The cubes I would just basically do individual, every single face is unwrapped along the lines of this. So anytime there's a sharp edge or a hard angle like this, you're gonna want to add a seam on that hard angle. Here we have a cube with a bevel. So I just wanted to show that you can unwrap this guy in the same way, and then with a modifier over the top of this, This will still keep your UV seams with pretty minimal distortion on edges, depending on the size of the bevel. Obviously, if we've got really large bevels, then you may see some issues there, but for the most part, this is gonna keep a pretty good result with UVs for this particular type of object, even when we have a modifier that's being added on top. So I just wanted to demonstrate that as well. And then for cylinders, the default UVs come something along the lines of this for a cylinder, which is pretty good, but you get some distortion at the top. So you can add in seams manually for this. So if we wanted to add a seam, say in the center of the sphere and unwrap that, you'd get a result, something like this, where you get slightly less distortion on the top, and but you'd have a big seam in the middle. So that's one way to kind of unwrap a cylinder there. You could also draw a seam from the bottom to the top, just on one side of the object. So if we do a mark scene there, we can just unwrap that. And you'll see that that's how this is gonna look, gives you your UVs, you're gonna get some distortion with that, but you can start to see how that one looks. So those are some different ways and approaches to unwrap and some of the basics behind unwrapping. So next I'm gonna go through some of the add-ons that I typically use, and then I'll actually jump into my particular workflow and I'll show an example with the leg, with the femur, I actually approach the unwrapping for that. Okay so just to briefly run over some UV add-ons that I tend to use so some of these are paid some of them are free. So the first one is the textual density checker. For the textual density checker this is a free add-on and essentially what you can do here is choose the texture size you plan to use and then assign a textual density value to your object. So that one is a free one plus it has also the checker materials in there as well. So there's a couple of good controls for that one. You usually find that here in the end panel on the right hand side of the 3D view and some of these also appear on the right hand side of the UV editor as well. So you just have to check which area they're available in. Stuff like Zen UV for example is actually available in both. You can see that there. So it just depends on the add-on specifically there. The next one I tend to use. So there's a couple. I'll go I'll go through the three ones first. We have text tools. This is another free one. Just has a bunch of different tools that you can set. So again, you can do checker maps and things here. It has some UV layout options so you can straighten your UVs and do different types of things here. And then we've got some options for baking, options for applying color IDs and creating mesh textures. To be honest, I don't tend to really use this all that often. I used to have it installed for when I used to use 3ds max, but it's not something that I tend to use all that much now. So yeah, in terms of another free one, we also have UV toolkit. This is again, a bunch of really useful tools. And you can see you have checker maps, again, built into this one. We've got different display options. We can arrange our UV island. So this is about orientation and everything and aligning them and things like that. It does have some useful tools we can straighten our UVs as well. So if we had a bunch of faces that we wanted to unwrap and then straighten, so if we can just unwrap these guys and then we could clear all the seams on this, so let's just do that and then we'll select these guys and do an unwrap. So let's say we had something like this, we can do a seam again for this area and then this is going to straighten by default, So if we just kind of offset our UVs a bit when you hit straighten this is just going to straighten out your UV So that's pretty useful tool as well. So a few different options. We can obviously move between Different UV spaces as well. It's got a bunch of really nice controls So this one is another free one which is pretty great as far as paid ones I don't tend to use that many only really tend to use Zen UV which is a paid for add-on in terms of UVing. This has a bunch of really nice options in there as well. It's got text-to-density options, check and map stuff as well. It's got trim sheets. It's got different UV tools as a bunch of really helpful ones. I'm not really going to be using this in the tutorial though, so just to let you know on that one. And then the one that I do tend to use very frequently is UV pack master. So we'll get into this once we get into our packing section of the tutorial so for packing we essentially unwrap our UVs and then we need to move them into the UV space which is this area we see where the texture is so when we apply when we have lots of UV islands this is basically going to find an optimal solution for packing all of those so just to briefly kind of show that we had a bunch of UVs here and we chose to pack them it's going to try and find the best solution for packing there so that's another really useful one I I tend to use this a fair amount. I don't pack my UVs manually. I mostly just rely on add-ons to do that and this will Just try and find the best solution over time and it has a bunch of different options So that's again a really good tool just for using UV. So definitely recommend this one as well So now we've explained UVing in a little bit more detail and showed some Examples and the add-ons I tend to use I want to start by actually showing the process I would typically take for unwrapping an object so here we have the FEMA that we worked on earlier And I'm basically going to go for each one of these areas and just start to unwrap stuff So the first step is applying a base material to everything so I have the low underscore leg for this particular object assigned to all of these individual pieces and So in this case the first step is basically coming into each object and we're going to assign Seams to this so you can see that these ones are done with modifiers so to apply seams I usually just use the hard ops process of just applying seams to stuff and you'll see that This now has some seams where we would expect them to be and then I'm just going to hit unwrap and So the other thing that's also helpful is in the display options. You can also turn on Stretch if you want to see your UV stretches as well if it's going to have some weird distortion it will display in the UV stretch, but we'll turn that off for now and then we can go through that later. But yeah, so now we can see that this is looking pretty good. I'm also in the view menu. I'm just going to turn the clip plane up a bit so I can zoom in on these smaller objects without it clipping. So that would be the first one and then when I'm done with the UV, I'll just move it off to the side here so that we can actually work with our next piece. So once we've done that one, we're going to move over to the next object here. So again same process. We're just gonna sharpen this guy That looks like it's doing some stuff with actually applying some smoothing to that as well So I just want to make sure that this isn't messing with my existing smoothing And we're just gonna bring that smoothing back there But you can see now that we have some seams and we're just gonna unwrap again Let's check out our UV seams there And if we've got a really long piece like this where it's potentially gonna take up quite a lot of UV space I'll protect sometimes try and find a place that would make sense to put a UV seam in here So we could potentially add one in here And we'll just mark that seam and then we'll select everything and unwrap it again So you can see that this is nicely laying out these objects And then we just basically repeat this process on every object here. So For cylinders this can be a little trickier We'll do the same prep process and you'll see that We'll just sharpen everything again and we'll UV unwrap it You'll see that some areas, so if we again, we turn on our display for, let's make this window a little bit larger, for stretching, this can be good for identifying where some of these are going to look a little bit odd. And if you're having trouble visualizing this, one of the things you can do here is you can jump into UV sync to see the differences here. one quirk that's a bit weird with Blender is they have this option up on the left hand side called UV sync. So when you're working you'll see that we don't see any UVs as I mentioned before. When you select all of them you'll see your UVs in the window here as we start to edit them. UV sync is a workflow where you'll always see your UVs. It doesn't matter what you have selected. So that's something to keep in mind it makes visualizing the selection a lot easier because if we do this and we have everything selected you can't tell what you have selected in the viewport. So if you turn on UV Sink it's going to help you to understand which part of the model you have selected. Just be aware that UV Sink doesn't have a bunch of tools available so sometimes you have to switch between the different view modes there but just a bit of a quirk there for Blender. So now I've marked the seams on this cylinder I'm going to unwrap this but you'll see that some areas have a little bit of weirdness like this area here isn't a particularly good UV seam for a cylinder so I would mostly come in and where we've got flat faces like this we're going to be pretty good if we've got edges like this kind of stuff and you can see the difference between these areas with the UV stretching as well. Depending which type of stretching you have you'll be able to spot these a little bit easier. So with these kind of guys I basically will just add in seams for these. So we'll just do a mark seam here and a mark seam here and probably also here and then now let's just re unwrap this and you'll see that we can straighten out all those different sections there. So this is definitely looking a lot better so we go through that kind of process there to fix up those areas and then we just continue again so for this one let's have a look at how this is going to look. So this is actually mirrored so we can do one side and then mirror the UV's there so this is how those are looking and if we didn't want a seam in the middle of this object we could just basically collapse our mirror and then re-UV this so if we do that there you'll see that we now have these pieces and this is how this is all coming together and looking for the UV so it's kind of continue along in this process this one will do maybe one of these other big pieces as well just so we get an idea for that so we'll mark our seam so on this guy and these ones aren't really working the seams aren't working super well on this area So if you want to manually add seams, I will mostly use the select shortest path option Which is control clicking the edges and you can actually come in here and Manually add seams or remove seams so that can be pretty handy So I'll just come through and do that Yeah, so that should give us some pretty good seams and then what we can do now is just unwrap everything and you'll see How this is coming together, which is looking pretty good Giving us some decent UVs there as well So it basically just keep going through this process on every part of the objects And just applying a sharpen to these Adding the UV seams to this and then just repeating that process. I tend to just move them off And then when I'm done with all of the objects, so let's just say we've finished with the UVs now and we'll just hide Some of these ones that we haven't UV'd here and we'll just select the ones In here that we have UV so these are all of our objects. Let's say we were kind of finished with our UV in here We would basically select the different objects here in the Outliner and then we can tab in and now we can see the UVs for everything everything. At this stage we can definitely review any UV stretching that we have if you wanted to check that type of stuff in the view modes. You can obviously come in here with the viewport here and check that so you can see if you have any issues with stretching and everything. And then from there we would begin our packing. So I'll cover that stuff in the next tutorial, but essentially what we would then do is start to pack our UVs within our UV space there and that's how we're kind of approaching our UVs. So that's the process and then you just repeat that process for every object in the leg. So we have all of these ones for the FEMA and then we would repeat that for every other section in terms of the UVs there. So that's our process for UVing."
6
+ }
7
+ ]
8
+ }