3. Unwrapping the Scene in Maya | Tutorial 3| Making 3D Scene Step by Step

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[Music] welcome to the channel trim it kala we are on process of making this same and this is the third video of this series today we are going to unwrap this hut and the tree in our previous two videos we have done the modeling of this hut and the tree today we are going to unwrap it for the sculpting and the texturing before start anything you should understand what is UV unwrapping UV map is a flat representation of a 3d model and the process of creating a UV map is called UV unwrapping for example this is a Q and this is the flat representation of that cube so this is the UV map of that Q similarly this is a cylinder and this is the UV map of that cylinder and for any complex object also we have to do you hear nothing for example this tree and you can see this is the UV map of this tree now why is it so important to do over here you can see the checker boxes are evenly distributed if in that checker boxes somewhere stretch mark is there or some overlapping is there you have to remember in your texturing also or in your textures also the same thing is going to happen and we don't want that so the conclusion is if you want a very clean texturing your UV map has to be very clean and that is the reason we have to do UV unwrapping let's get back to our scene first of all let's do the unwrapping of the tree and then I will go to the house selecting the tree and isolating it going to UV UV editor this is the overlapped UV map of this tree stem going to the truce and selecting UV truce now select the object go to create and plan mapping you can see the entire object is one UV shell I am keeping it aside now select the object in object mode and go to UV and selecting 3d cut ensue you Vito going close and I am selecting the edges and you can see I am actually cutting the edges so that particular portion is our different UV shell now selecting all the circular edges and my plan is to keep all the branches separately so I am selecting all the circular edges for all the branches I am creating different different divisions you can see it is changing the color so you can understand that is a different division this is a very very useful tool I think in the previous version of Maya this food was not there so this is a new tool in mind if you are using an old version of Maya so what you can do just select the edges of that particular area and go to cut and co-option and select cut so the same result you are going to get [Music] all right I guess I have separated all the officials you can see these are all different these are all cylindrical ships and my next show will be to create seams and flatten all these cylindrical shapes so going to UV and once again taking the 3d cartoon double clicking on the edges to create the seam now what is the same the open borders of the usual is called a seam I'll just cross check if I have created enters incorrectly I think it is fine now selecting all the movies I'm going to unfold and click on unfold you can see now everything is flattened I am getting even chicken boxes [Music] so at the bottom in this area I can say stretch mark so once again selecting the Thrilla cut tool and selecting the edges and you can see it is getting open wherever I am filling that possibility is there to cut that area and can be flattened more once again selecting the u-visa and unfold it and it is much better known until unless you are satisfied enough you can keep unfolding to get the checker boxes correct [Music] I am also clicking on optimize it evens out the spacing of the ups and I think this official is looking fine keeping it aside now go to the next I have to do the same thing 3d cut and need to create the scene now I guess you can understand I am creating an OpenEdge along this line this surface and that will be the same both the sides are coming together and merging in this area for this also I am going to do the same so double clicking on the edge and you can see it is going towards the upper side I don't want so holding ctrl and dragging on that line that is the shortcut of CEO in 3d cut tool alright so like this for each and every cylindrical shape I am going to do the same over here you can see I'm just dragging on the edge and giving that cut mark over here I will fast forward the video because for all the branches I am going to do the same [Music] some of the branches in part is more like a plane and that's why I am giving extra card mark over there [Music] I think I have done for all the branches now I have to unfold it to make those cylinders flattened surface so selecting all the officials clicking on unfold you can see I have flattened all the officials together and I can see some errors like this area so selecting that area and like the previous official I will give a cut in this area all right and selecting the Yogi's again unfold you can see it's much better now all right [Music] now selecting the next one and I'm going to do the same keeping it aside going to 3d cut once again and I'm just selecting it time you can see how it is getting cut select all the UVs and unfold and click on optimize this is looking fine now I will check the other branches also if having stretch degrees I feel it's almost fine alright [Music] in the UV shells also there is no Milotic over here one now going to you is selecting all and at the bottom I am going to arrange and layout and clicking on layout [Music] all right you can see all the officials have come inside the zero to one positive every space but I am wasting so much of area in the UV space so I think I need to increase the pixel density of each and every initials so selecting all the officials and clicking on set and you can see now the current scaling is three point three one I am making it five and set it is killing up the officials but I think it is too much so instead of five I'm keeping it for and now I will try to keep my new shells inside the movie space manual keeping all the officials aside and first I am concentrating on the mainstream [Music] but I guess you can understand still the scaling is too much so reducing it a little bit until unless it can fit inside this positive area [Music] so the exact value is 3.7 now it is looking fine so I will arrange all the shelves inside this positive area [Music] all right this is looking fine and the unwrapping of the tree is done so now we can concentrate on the hut clicking off the isolation and going to the layers and clicking all the tree clicking on the curves also now let's start with this wouldn't land so I select select going to UV editor select the object and do an a mapping same like the tree going to UV 3d cartoon and selecting my seams [Music] I'm not giving cut in this area because that will be connected with our main survey now selecting all the heavies and click on unfold and you can see almost I am getting a good result all the checker boxes are coming evenly so going to the alignment and layout and click on layout alright this is done click off the isolation and let's select the next it also will be the same process doing a planar mapping taking the 3d cut tool and selecting the seams and select all the movies and unfold and click on layout now this and this these two objects are same so I will just transfer the UVs from this object oh this object going to mesh transfer attributes option box recept vertex position vertex normal and color sets will be off only UV sets will be on sample space will be component now selecting the first object ship selecting the second and apply you can see both are having the same UV shell so doing the same thing with these two all right now coming to the tiles and selecting one an isolate select create Lana mapping taking the 3d CAD tool and selecting the seams all the corners I need to select to make it flatten all right now select the movies and unfold all right [Music] making the orientation correct selecting the UVs and straighten V's alright maybe alone you this is correct [Music] alright so this should be the UV shell of one tile now I am going to transfer the UV shell from this style to all the tiles like the previous way so again coming to the transfer attribute selecting the first style and the second and apply like this for all the tiles I am going to do the same in this area you have to remember one thing if the object is duplicated and the vertex count of both the objects are same then only you can use transfer attribute option otherwise it will give a very different kind of result [Music] all right now coming to the next object selecting this rooftop and isolate select coming to the table view and planner mapping all right selecting all the movies and unfold correcting the orientation and you can see by default I am getting a good result all right clicking on the layout and optimize this object is done so coming to the next object selecting the next object and isolate I have to do the same thing create planner mapping and need to select the seams and unfold [Music] few adjustments and clicking on layout [Music] all right now coming to the next object I'm going to create planner mapping and need to select the seams so you can see how I am visualizing the same after flattening the surface how it is going to look and visualizing that and I am trying to convert different different officials [Music] all right now select all the Yogi's and unfold and you can see I have got three different divisions I was planning for this only I'll change the orientation of this area now selecting this official and changing the orientation and I will try to make it a straight official so I'm going to use straighten movies option [Music] [Music] all right this is what I wanted for this you be sure also I will straighten the UVs in the same manner [Music] and a few adjustments for this heavy shell selecting all the UVs and clicking on layout okay this is done clicking on the base and the stones and now I will concentrate on the wooden pillars same I am going to do go to create planar mapping now I need to select the scenes [Music] selecting all the UVs and unfold shaker boxes are looking fine to me optimize and select changing the orientation all right and click on layout [Music] coming to the next object and I'm going to do exactly the same just deleting the other two sites and by selecting these and duplicating an x-axis scaling negative one doing the same thing for this pillar all right so I will select each and every object like this and we land up in the same manner [Music] these small objects if you can remember while modeling I already have unwrapped it and after that I scaled the object so I just need to select these objects and it all just unfold it and now I am clicking on layout and everything is done for me [Music] now let's send up the walls so selecting the wall and bring Glenna mapping unfold it and it is looking fine coming to the other side and doing the same planar mapping unfold it's done coming to the friend Lando mapping unfold and it's done and same with a back planar mapping unfold and we are done so for the entire house we have done the napping now come to the base to unwrap it [Music] select the object I am doing planar mapping yoga she will by default looking fine I just need to cut some of the edges so selecting all the four corners and I will create seams in those areas I think it is done [Music] alright now selecting all the UVs and clicking on unfold optimize it and this is all set clicking on layout so I guess the unwrapping of the entire scene is done so I'll just shake all the stones yes do remodeling we already have unwrapped it so there is no problem clicking on the house all right so that entire scene is done I'll just go close and check the individual areas if anything is left I think no everything is fine I'm just going to edit delete by type history now let's try to understand we cannot keep all the UV shells in one zero two one positive space then the resolution will be very less so I will divide the scene in different different UV sets and I will assign different different materials to each receptor so now we are in Piper shed creating a Lambert selecting the tree assign material to the selection and giving it a color and naming it as string this naming is very crucial because later on we are going to do that texturing in substance painter and over there you can see the layer name as tree because the material name in Maya is tree so I am taking all different different Lambert's and assigning two different different objects and I will definitely rename the materials so later on in substance painter it will be convenient for us I also have taken a second Lambert for the stone taking our third lumber for the base and as any material to the selection I think I bother to rename the stone material definitely I have to do that now coming back to the base material and renaming it as base and giving it a color maybe somewhat like a blue color all right now taking another material for the walls and I'll drill in it selecting the walls and assigning material to the selection all right and it will change the color also so let's give it a color still I guess I select a different number all right now taking another material for the wooden planks and I am renaming it as road one and I will select the wooden plants all right [Music] right-click and assign giving it a color all right now taking another material and naming it as wood - and I will select all the small small pieces of wood and then assign material to the selection and we'll change the color now I can see some objects are still remaining so or individually select those objects and we will assign the existing material solving [Music] all right now going to the tiles so creating a new material for that I'll just drag it downward and we'll rename it as tiles now I have to select all the tiles and we select rest of the objects and assign material to the selection and I will also change the color so I think all the objects are getting some materials now I have to select the objects from the material and need to create different different to visits so going to the hypershade once again clicking on the UV editor also and UV tools let's start with this right-click on the material and select the objects with the material and just click on layout next object is tree you can see I already have aligned it then going to the tiles material and select object with the materials selecting all the UVs and clicking on layout and you can see how nicely all the UVs are aligned properly next going to the walls and selecting all the movies and selecting on layout and planning to arrange it once again over here I am trying to use the maximum UV space that's fine now moving to the wood one select all the movies clicking on layout here also I am thinking of arranging the UVs once again [Music] [Music] [Music] that's absolutely fine now moving towards the wood to material once again select all the wheels and clicking on layout and I fill this layout is almost good enough now I am going to export each object separately for my sculpting so selecting the base go to file export selection and give it a name and exporting in obj like this we have to export all the objects according to the materials here is one suggestion for ZBrush sculpting you can export in obj and for substance painter you can export in fps [Music] all right I guess we are done for the day so far we have done the modeling and the unwrapping of the entire scene in the next videos I am going to sculpt in ZBrush I am going to texture in substance painter and also I am going to create the leaves of this tree all the links are given in the description if you want to jump to any of those lessons directly please go through the links hope you enjoy the video and don't forget to subscribe the channel for the future tutorials thank you very much for watching see you next time
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Channel: TrimitKala
Views: 28,756
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Keywords: Unwrapping, UV Unwrapping, Unwrapping in Maya, Texturing, Texturing in Maya, UV Unwrapping in Maya, UV Mapping, UV in Maya, UV Editing, Modeling Hut, House, 3D Scene, 3D Village, House Modeling in Maya, Modeling Tutorial, maya tutorial, mayamodeling, animation, topology, edge flow, maya, how to, beginner, tutorial, character modeling, polygon, speed model, easy, maya training, 3d, Maya2017, Maya 2019, Modeling Background in Maya, 3D Modeling, Modeling Environment, Texturing Tutorial
Id: tXYR2oqeYmI
Channel Id: undefined
Length: 36min 38sec (2198 seconds)
Published: Sun May 17 2020
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