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  1. 00:00
  2. UV mapping and unwrapping is the process
  3. 00:02
  4. of skinning your 3d object onto a 2d
  5. 00:05
  6. surface for texturing if you want your
  7. 00:07
  8. image textures to properly project onto
  9. 00:09
  10. your mesh this process is very important
  11. 00:12
  12. but what does a UV map actually look
  13. 00:15
  14. like what does it do well let's go ahead
  15. 00:17
  16. and show you simply select your object
  17. 00:20
  18. and go into edit mode select your entire
  19. 00:22
  20. mesh by pressing a then go to your image
  21. 00:26
  22. editor and change it to the UV editor in
  23. 00:28
  24. the top left hand corner this is
  25. 00:31
  26. basically the same thing as your image
  27. 00:32
  28. editor but will display your selections
  29. 00:34
  30. current UV map over any image you choose
  31. 00:36
  32. for reference it's also got a few extra
  33. 00:39
  34. settings specifically for UV editing
  35. 00:41
  36. alternatively you can also go to the UV
  37. 00:44
  38. editing workspace which will bring you
  39. 00:46
  40. to the UV editor automatically as you
  41. 00:48
  42. can see our default cube already comes
  43. 00:50
  44. unwrapped as do most of our primitive
  45. 00:52
  46. meshes this is the UV map of our cube so
  47. 00:56
  48. instead of explaining it to you I'm
  49. 00:57
  50. going to demonstrate how UV mapping
  51. 00:59
  52. works with an image texture all I'm
  53. 01:02
  54. gonna do is navigate to a file in my
  55. 01:04
  56. file browser and drag it to my shader
  57. 01:06
  58. editor as an image texture node you can
  59. 01:09
  60. see that our UV editor automatically
  61. 01:10
  62. displays the image from our image
  63. 01:12
  64. texture node we have selected in the
  65. 01:14
  66. shader editor but then why is our cube
  67. 01:17
  68. still white well to actually apply this
  69. 01:19
  70. image to our shader simply click and
  71. 01:21
  72. drag the color output into the base
  73. 01:24
  74. color input of our shader node if your
  75. 01:26
  76. texture isn't showing up make sure
  77. 01:28
  78. you're in luck tab or rendered mode in
  79. 01:30
  80. the viewport to understand UVs
  81. 01:33
  82. let's go into the UV editor and select
  83. 01:35
  84. some faces you can choose a selection
  85. 01:38
  86. mode in the UV editor just like you can
  87. 01:40
  88. in edit mode in the viewport this will
  89. 01:42
  90. allow you to edit the UVs like you would
  91. 01:43
  92. a mesh GS and our hotkeys also work the
  93. 01:47
  94. same as usual however we also have some
  95. 01:50
  96. extra tools in the tool bar to transform
  97. 01:52
  98. without hotkeys simply select the
  99. 01:54
  100. transform tool as you drag things around
  101. 01:57
  102. in the UV editor you'll notice our image
  103. 02:00
  104. is distorting a little bit on the cube
  105. 02:02
  106. for example we can see that this square
  107. 02:04
  108. here is correlated with this square on
  109. 02:06
  110. the cube if we simply move it around a
  111. 02:07
  112. bit we can also scale everything up to
  113. 02:10
  114. repeat the texture across the mesh
  115. 02:13
  116. it's important to note that by default
  117. 02:14
  118. the UV editor will only show the
  119. 02:16
  120. vertices edges and faces you have
  121. 02:18
  122. selected in the 3d viewport this also
  123. 02:21
  124. helps make it clear which face in the 3d
  125. 02:23
  126. viewport correlates to which face in the
  127. 02:25
  128. UV editor for example we can go into
  129. 02:28
  130. face select mode in the viewport and
  131. 02:29
  132. select the face that will isolate the
  133. 02:32
  134. corresponding UV face in the UV editor
  135. 02:34
  136. however you can also flip this function
  137. 02:38
  138. and have the UV editor Drive what face
  139. 02:40
  140. you have selected in the viewport to do
  141. 02:42
  142. that simply click this opposing arrows
  143. 02:45
  144. icon on the very top left of the UV
  145. 02:47
  146. editor keep in mind if you don't see all
  147. 02:50
  148. the buttons here you can expand the UV
  149. 02:51
  150. editor or scroll along the top bar with
  151. 02:55
  152. this mode toggled we can now go into
  153. 02:57
  154. face select mode in the UV editor and
  155. 02:59
  156. select faces in our UV map which will
  157. 03:02
  158. then select only the corresponding face
  159. 03:04
  160. in the viewport which function you want
  161. 03:07
  162. to use is up to you I typically work
  163. 03:09
  164. with the default function as it keeps my
  165. 03:11
  166. UV editor clean now that we understand
  167. 03:14
  168. the UV editor and have an image
  169. 03:16
  170. projected onto our cube let's go and
  171. 03:18
  172. take a look at the different unwrapping
  173. 03:20
  174. algorithms we can use unwrapping refers
  175. 03:23
  176. to the process of taking a 3d mesh
  177. 03:25
  178. unravelling its faces and lying them out
  179. 03:28
  180. on a 2d surface to begin unwrapping you
  181. 03:31
  182. simply go up here to the UV menu or
  183. 03:34
  184. press you even though our cube is
  185. 03:37
  186. already unwrapped these are different
  187. 03:39
  188. unwrapped algorithms that we can use
  189. 03:41
  190. unwrap is your standard unwrap algorithm
  191. 03:44
  192. this simply takes into account what
  193. 03:46
  194. seems you have marked which we'll get
  195. 03:48
  196. into in a little bit and unwraps your
  197. 03:50
  198. mesh accordingly smart UV project is one
  199. 03:53
  200. of my favorites and is great for
  201. 03:54
  202. unwrapping things quickly and roughly
  203. 03:56
  204. like map and follow active quads are
  205. 03:59
  206. similar but have their own algorithms
  207. 04:01
  208. cube cylinder and sphere projection are
  209. 04:04
  210. algorithms most fitted for objects
  211. 04:06
  212. similar in shape to the name of the
  213. 04:08
  214. algorithm project from view is a very
  215. 04:11
  216. powerful tool that essentially takes
  217. 04:13
  218. what you see in the viewport and
  219. 04:14
  220. flattens it as your UV map this is a
  221. 04:18
  222. very basic way of unwrapping your mesh
  223. 04:19
  224. and will not hold up from different
  225. 04:21
  226. perspectives but can be used selectively
  227. 04:23
  228. to great effect project from view
  229. 04:26
  230. simply stretches the resulting UV across
  231. 04:29
  232. the UV editor I'm gonna demonstrate this
  233. 04:32
  234. one real quick so let's go ahead and
  235. 04:34
  236. select project from view as you can see
  237. 04:36
  238. the image projects pretty well on our
  239. 04:38
  240. cube from this perspective however if we
  241. 04:40
  242. rotate our perspective you can see that
  243. 04:42
  244. the image is now stretched across the
  245. 04:44
  246. sides that are perpendicular to our view
  247. 04:46
  248. from before that's because as you can
  249. 04:49
  250. see in our UV editor there are not
  251. 04:51
  252. enough pixels for those faces in the UV
  253. 04:53
  254. map now you may have noticed that we
  255. 04:55
  256. can't get the original mapping of our
  257. 04:57
  258. cube back pressing the unwrap option
  259. 05:00
  260. doesn't seem to do anything because our
  261. 05:02
  262. cube is already unwrapped so let's go
  263. 05:04
  264. over exactly how to use the basic unwrap
  265. 05:07
  266. function to do this we need to mark some
  267. 05:09
  268. seams seams are the edge loops where you
  269. 05:12
  270. specify for blender to cut open your
  271. 05:14
  272. mesh when skinning it simply select the
  273. 05:16
  274. edge loops you wish to mark or clear
  275. 05:18
  276. before clicking each option so let's go
  277. 05:22
  278. into edge select mode and select these
  279. 05:24
  280. three edges I'm going to do the same
  281. 05:26
  282. thing on the other side of the cube then
  283. 05:29
  284. I can click mark seem in our unwrap menu
  285. 05:31
  286. to mark these edges as where we want to
  287. 05:33
  288. cut open the mesh this will make them
  289. 05:36
  290. appear slightly redder then I'm gonna go
  291. 05:39
  292. ahead and select this edge as well and
  293. 05:41
  294. do the same thing now I can select all
  295. 05:44
  296. of my measures and select unwrap as you
  297. 05:49
  298. can see we have something more similar
  299. 05:51
  300. to what we had before in case you don't
  301. 05:53
  302. understand why I chose the seams that I
  303. 05:55
  304. chose let me walk you through my thought
  305. 05:57
  306. process the arms of the cross we see in
  307. 06:00
  308. the UV map are these faces here they
  309. 06:03
  310. needed to completely detach except for
  311. 06:05
  312. one connected edge so I marked seams on
  313. 06:08
  314. the three other edges of each of these
  315. 06:09
  316. faces then we simply needed to separate
  317. 06:13
  318. the head of the Cross from the tail of
  319. 06:15
  320. the cross that's what this seam was for
  321. 06:17
  322. as you work with your own meshes you'll
  323. 06:20
  324. get a feel for what seems to work best
  325. 06:22
  326. for you to get the UV map shape you want
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