3D Modeling Tutorial #37 - UVW Mapping Part 2

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hello and welcome to part 37 of my 3d modelling series in this video let's continue learning about unwrapping and creating texture coordinates so before I start showing you how we can unwrap this rifle I would just like to let you know that you can unwrap UVW x' of multiple objects so if I create a box sphere and a cylinder for example I can select all three right here it says three objects selected also right here and I can assign an unwrap UVW modifier if you select multiple objects and apply modifier the modifier will be in italics which means that the modifier is instanced which means that it's shared between multiple objects so changing the modifier when the one object will affect all the other objects where it is in italics so I've now got three objects selected if I click on edit I'm gonna switch to my face sub-object mode I'm gonna select a select element and I'm gonna go ahead and hold shift and move each individual one out so in this case since since the objects have different object color they will have a different color in the editor as well so this is one situation where I would actually have different object colors because when you actually press edit each object will have its own color so you can easily see which object which you V's belong to which object so these are three individual objects with our own individual object color but because I have selected all three of them and a pod unwrapped you WI can now edit that you beat the texture coordinates for all three objects and this is a this is especially handy if you're working on models and textures for video games if you're working on a feature length or a film for example a commercial you probably won't have to do this you can have a very generous a ridiculously huge texture map for every single object however in a real-time game environment you want to be as efficient as possible and you would want to maybe have multiple objects share one texture and so you would need to set up the uvw members for that so let me go ahead and quickly UVW quickly set up texture coordinates for these three objects I've made sure that ignore back-facing was off I'm gonna go ahead and select the Box mapping unfold mapping walk to closest face okay move another way you want this box actually represents the the area that you want to work in you want to make sure all your objects are inside this box at the end for now though I want to move it out of the way so it doesn't clutter up the space for the sphere what I'm going to do is select the top half of the sphere click on if I select for example X or Y and click on quick planar map it's gonna do this it's gonna it's gonna project the selection from one of those axis axes X or Y which means that multiple polygons are taken at the same space if I click on select we have to import options here select inverted faces and select overlap faces usually you don't want to you want to make sure that the objects the faces do not overlap however once again if you're working on a game resolution object you'll want several parts of the mesh to share one space for the purposes of efficiency and you know reducing size texture size and out and complexity but if I click on select overlap faces you can see and selects that because I used the x-axis and the same will happen if I click on Y and then click planar map it's gonna shoot the projection it's gonna shoot the projection from this side what I want to do is select either Z or averaged normals and if I click on quick planar map it's gonna now project it from the top which means it's going to capture which means it's going to capture the selection from the top and capture all of it whereas if I do it from this axis it's only going to capture from this direction which means that this side and the other side will be overlapped so I want to make sure I have the right one selected so I'm going to go ahead and move it out of the way and do the same for the bottom quick planar map and so I basically divided this sphere into two halves and now for the cylinder I'm gonna go ahead and select the top and the bottom and you see that the top and bottom I selected I'm gonna go ahead and press press quick planar map so the problem here is now it has it has projected the top and the bottom but they're now taking up the same position so I'm going to go ahead and move the bottom out of the way and for this middle part I'm gonna go and select the middle I'm going to click on cylindrical and I want to click on best align that's basically gonna align the gizmo it's it's using a gizmo right now you can see the gizmo this gizmo basically goes around your object and unwraps it and a lot of times when you first click on an option here it will not be aligned perfectly if you click on best align it will do its best job best attempt to align it perfectly so now it is gone and you use the cylindrical gizmo to unwrap the object all around and after doing that it's a good idea to select the vertices and go to tools you can see right now it has a quirk of not welding these parts some I can click on select element click on a vertex it will select all the vertices here and click on tools weld selected and now you can see those triangles are longer here which means that it has now welded it the vertices are now welded you can control their threshold right here under options click on options and this is the weld threshold right here just like when you're working with the Edit poly modifier you want to make sure the threshold is not too high if it's too high they'll end up welding all these together but here we have some additional options okay and now I can click on tools pack you v's so right now I have you vide each object using different techniques but now they're basically all floating around and like I said earlier you want the all the coordinates to be right here in the middle you can always do it manually but a fast way is to just click on tools pack you v's you can have two boats recursive packing linear packing you can set the space between each these these individual pieces are called clusters or Islands these are called UV Islands and you can signify or indicate how much space you would like between them but the default usually works out just fine you can click on OK and it's now gone and packed them all together and you can always kind of scale it in a bit too to make sure that nothing is sticking out of the borders and it doesn't always do a perfect job you can always then go ahead and manually you want you basically want the UV Islands you want to use texture space as efficiently as you can so if I have a texture right now of some sort of metal texture like this for example so watch what's happening if I put this metal texture in here and then basically all this space will be wasted because there are no you v's in the space which means that on this texture you know this space will be completely wasted and it's that's not an efficient way of doing things especially if you're working on meshes and models for a game that's a big problem you definitely want to waste space like that so you can always then go ahead and scale it and move it and rotate it to have a use space and textures in the most efficient way possible so right now I've scaled this the box UV coordinates to use up more space to use the texture more efficiently but that's how I will go about texturing these three objects however these are still simple objects and now if I right-click convert it to editable mesh back to ever poly I now have three objects that I can now continue working on or do various things with them and at anytime I can click on unwrap eww and now I can stay the results have been saved so even if you don't have an unwrap UVW modifier even if you collapse everything it still saves the result so you keep in mind that your arm checked still has u W coordinates even if you don't have a modifier it just keeps the last settings you had there okay so I'm going to go and delete these and let's take a look at this rifle model once again look in the description there will be a link to where you can download this and this is a great object for beginners to play around with let's look so let's look at some basic ways that we can unwrap it let me go ahead and switch to the elements of object mode just like this detach make sure it's not as an element or as a clone so both of these are off and now I can isolate this and here's what we have you can have problems if you have n guns when you're unwrapping so it's a good idea to have you know just quads all right and now if I go to selection nan quads nothing is being selected which means I have all quads all right so this is a much more complex object and we're gonna have to take a different approach to this and let me introduce you to these tools here at the bottom we have four different buttons here and it seems allows us to cut the model cut it into pieces for efficient unwrapping so I can click on edit seams and I can simply cut the model along this way however this process is very slow a faster way is using the second button point to point seam and now I can simply click here and now move my camera all the way over here and click on this vertex and it has now made a cut all the way from here to here and now I can do the same for this side and let me see if there is any more that needs to be done it all depends on how you want to go about cutting up your model so I can then perhaps cut it all the way here cut all the way around and cut it like that so now I've got to Pelt seems these are not individual UV island Islands yet these have not been edited you can see usually when you're modeling and you turn on their unwrapped your daily modifier you get a mess like this I mean look at this mess here it's just scrambled polygons and this is not what you want this is what happens when you you know when you're working on your model and you're not working on the UVW maps you get this mess so right now these blue lines denote that there is now a seam in terms of pelts but not in terms of actual eww men Islands maps coordinates so if I click on if I select all and click on Pelt it now divides the in it now selects between this Pelt and this Pelt so I now click on start out click on Pelt again and so what Pelt does is it's just like working with an animal animal you know carcass it basically cuts up the object into multiple pelts multiple pieces so we've got this Pelt here and I'm gonna go ahead and I can click on this I can press ctrl I to invert my invert my selection then click on Pelt again click on commit so now I've got two individual pelts this one right here and this one here and that's why I use the point-to-point seam to cut up the mesh the way I wanted it to separate these two pieces so now I've got two individual pieces here but the process is not done however I still have to relax these pieces because the pelt is only half of the process then I go to tools relax I find that relaxed by face angles works better I can go ahead and increase the durations increase the amount click on start relax you can see it's now relaxing the the UVW coordinates which basically means that it's making the UV DVD read coordinates better match the actual dimensions of the actual polygons so what the pelt does the pelt takes the geometry and just kind of stretches it out so you can see here with this Pelt it's taken this Pelt this part of the model and basically just kind of stretched it out but you see the problem is that it's very crooked and these polygons don't match these polygons and that's the purpose of the relaxed tool and I can click on start relax so now watch what happens to this uvw coordinate these coordinates and how they will change to better match the actual 2-dimensional position give it some time to do to work notice how this is kind of like moving slightly when it stops moving that means it's done so now you can see the difference before it was just kind of like stretched out now this closely matches the actual positions the actual geometry so now we have two well made UV UV Islands so let's do one final check let me click on select inverted faces nothing that's good select overlap faces nothing and that's good as well which means we're just about ready we have two good UV Islands here sometimes a little overlap can happen like let's say this is over here and if I switch to faces select overlap faces it's now helpfully telling me that I've got overlap faces right here under select you can select inverted faces and overlap faces and if you have overlap faces you can simply go the tools flip horizontal or flip vertical or both to flip it that will fix your that will fix your inverted faces problem and overlap faces you can either just let the relaxed tool work longer or try a different setting we can try edge angles or relax by centers if you use relax by sensors though make sure one on one or both of these options are on to prevent it from simply stretching into infinity if I for example if these are not on watch what happens it simply kind disappears but if I click on keep boundary points fixed it will basically stretch all those vertices in the middle but keep the boundary points the boundary points in place so it's it's kind of similar to Appel to us but sometimes the best way if you just have a few overlaps you can just go ahead and quickly fix them yourself if you just have a few if you have a bunch of overlap faces you might have cut your model up wrong and you might have to retry you might have to click on reset UW's try again try cutting them in a different way you can see here though I choose on that I chose I chose a nice cut because I cut it here and divided this piece of geometry into these two pieces that was a good decision and we got a nice clean result now I can click on tools' PACU V's and once again it's not using the space as efficiently as it could and one way I can make it use the space more efficiently as I can you know in enlarge this okay maybe a little bit too much and there's a problem with long pieces like this you can see that this piece here is much longer which means that it's been packed into this part I can select this part for example go to tools break that will break the selection off so now it's broken and now I can increase each individual piece but it might it might not be the best solution here but if you have a really long model and you wanted to use up more space then this is what you would do you would just break it apart and keep in mind that your angle snap settings will also work here so if I rotate right now it's being freely rotated if I turn on angle snap it's like it's set to 45 right now if I turn it on you can now see that it's affecting the UE W's as well so you can use that to efficiently arrange your uvw coordinates all right thank you for watching and take care
Info
Channel: Arrimus 3D
Views: 28,872
Rating: undefined out of 5
Keywords: UV Mapping, 3D Modeling (Profession), Tutorial (Industry), cg, cgi, 3d, 3ds, Autodesk 3ds Max (Software), arrimus, tutorial, Computer Animation (Industry), unwrap, uv, uvw, vertex, edge, polygon, face, mesh, geometry, texture, material, UVW Mapping
Id: 1fwsAZ1MaZ4
Channel Id: undefined
Length: 22min 42sec (1362 seconds)
Published: Mon Apr 14 2014
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.