Cinema 4D QuickTip - UV Unwrapping the Easy Way

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Music] hey this is guy from new plastic and today i'll show you how i uv unwrap this hand model feel free to go on my gum road if you want to get the rigged hand model with the skin texture pack and everything it's a huge support for me so thank you follow me on instagram at ojang subscribe share comment all that youtube stuff let's go so here's the hand remodel and rigged if i quickly put a checkered texture on it you can see that without a uv tag the texture is distorted in an uneven way my main goal here is to create a uv map that is spread as equally as possible across the mesh that will ensure that any sort of pattern like pores and bumps and stuff like that like the vitiligo pattern i have in my skin pack will be spread across evenly and not get stretched for that we'll go to layout on the top right corner and we'll go to uv edit the right window is where we can see the flat 2d representation of the uv map which doesn't exist yet before we start we'll make sure our model is selected and then go up to the polygon mode and then just make sure that there aren't any polygons selected otherwise the mapping will only apply for those polygons now we can start so we'll click on this uv icon here to get an initial uv map from a certain projection just as a starting point from the menu you can select different projections and they all will create different maps i usually like to use shrink wrap but it depends on the general shape of your model and now we have a uv map problem is that as you can see it's smashing together the front side and the back side also the fingers polygons are way smaller than the bottom of the arm which will cause the texture of the fingers to stretch larger than the bottom part so what we need to do here is to spread out the 3d surface into a 2d surface for me an easy way to understand it to imagine a box is our 3d model a wrapped box is the textured model and a flat die cut of the wrapping paper as the uv map and if you ever try to neatly wrap a box you know how hard it is and for example that's why the world map is so problematic taking the globe a 3d object and spreading its surface into a 2d surface is a difficult task without getting distortions i mean look at how much bigger greenland gets compared to afrikaan the maps we still use today but i digress my point is that there's many ways to uv unwrap an object and the best way is the way that fits your needs the most so we'll start by making an edge selection where we want to slice open the model surface so we'll go to the edge mode at the top and start making our selection i want all fingers to have the same cut so their proportions will be as similar as possible so i'm selecting the edge that runs across each one of them now i don't want to make a selection from edge to edge because that will split the uv map into two pieces also called islands and it's totally fine to do it but i just prefer not to for this model i'll always go for one island if i can pull it off neatly so i'll continue the selection into the thumb and slice through it as well and i'll end the selection right here there's no absolute reason why it's mostly trial and error but i definitely take into consideration is that i want seems to be as invisible as possible so i'll always try to select edges that are not in obvious places or in places where i know the camera is going to focus on so let's say i'm happy with the selection i'll save it just in case i want to go back to it and then i'll go to relax uv tab on the bottom left make sure cut selected edges is checked and then hit apply and bam you have a 2d representation of a 3d surface let's see how the texture looks now and look at that all the squares are pretty evenly scaled no major stretching at all i like it we can go back click on uv polygons at the top and try to choose a different method of distribution but as you can see it doesn't really look that good fingers are distorted so we'll go back to the previous one and besides that overlap of the thumb which i don't mind we're good now we can control our command a to select all the polygons and use r t and e shortcuts to transform the map and fit it more tightly into the square you kind of want to take as much space as you can inside that square okay so let me quickly show you a different approach where we separate parts of the surface into different uv islands i'll use the same edge selection we had but i'll add loop cuts at the base of each finger i'll adjust the selection i'll remove these edges and actually i don't want the fingers to be sliced all the way through so i'll remove the edges from one side of each finger and i'll prefer having the selected edges on the inside of the fingers where the camera can't really see then i'll hit apply on relax uvs again and you can see that some islands are really really tiny so we'll make sure that we're on uv polygon mode press e click on a polygon then press u and w to select all polygons connected then we can scale with t and drag and as we align the eye lines we can see how it affects the texture and eyeball it until the textures look undistorted and equally scaled all the way through and if i use the skin texture for example i can try and see if there's any distortions or any ugly seams and everything looks pretty good the only thing that kind of shows is the seam on the side of the hand as you can see here and this is the same texture with the first uv map we made with only one island and the seam here is kind of invisible i mean if you really zoom in all the way on the fingers you can kind of see where the map splits but i'm not planning on any extreme zooms like that so i'm okay the only way you would see it is if we use larger noise textures like in the vitiligo texture you can either try different uv unwrapping or just try and move the noise node around until it's not placed on the seams like i said it takes some creative solving and if you look around you can see that there's no visible seams anymore and there you go hopefully that cleared out some of the confusions with uv unwrapping and even though this is just scratching the surface that's the method i use for most of my models and it's enough for me in the next tutorial i use this method along with body painting to control hair density and stuff like that so stay tuned follow me on instagram at ojng comment subscribe share i love you have a good day peace
Info
Channel: New Plastic
Views: 28,610
Rating: undefined out of 5
Keywords: cinema 4d, c4d, octane, tutorial, how to, animation, models, 3d, blender, render, Materials, plugins, textures, advanced, Displacement, Skin, Skin texture, Human, realism, hyper realism, shader, skin shader, realistic, Black skin, African skin, model, Iray, Vitiligo, Skin Condition, white skin, light skin, cartoon, sss, subsurface scattering, unrealistic, moles, freckles, character, asian skin, Pixar, box-modeling, stylize, rigging, subdivision surface, quads, skeleton, rig, UV, UV map, UV Unwrap, distortions
Id: ZaflR_IIaJQ
Channel Id: undefined
Length: 5min 27sec (327 seconds)
Published: Fri Feb 26 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.