Cinema 4D Tutorial - UV Unwrapping

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[Music] hey how's it goin this is Roy from right my funeral that was great by the way so welcome along I said brand-new cinema 4d tutorial unless of course you're watching this several years after I've released it in which case then it's this is a really old tutorial but whatever we're gonna be covering the most exciting element of 3d modelling ever UV unwrapping no of course it isn't it's something that I've desperately tried to avoid at all costs up until now however recently I have been looking into making assets for games and therefore UV unwrapping is 100% essential so I have had no choice basically cinema 4d it's historically not very good or this sort of thing however there is a way to do it there is a workflow it's just a pain in the butt takes a long time but it's something that needs to be done so that's what I'm gonna cover we're going to start off by preparing the model for unwrapping then we'll do the actual unwrapping itself and then we will do how to export it as a PSD file with a guide so that you can then paint it or do whatever you want to do on the next step so without further ado let's hop on into cinema and take a look at where we begin yes I'm aware it's a hat I have isolation hair okay just leave it just leave it okay so this is my turret it is a fairly simple model that I've just kind of put together it's pretty much just made up using cubes and cylinders really it is built in a kind of away so that I can rotate rotate the gun I can pivot the the turret and I can also rotate the barrel so quite cool one thing that is a little bit smart is these cables so these are connected using a tracer spline that is run through controllers that go from there to there these are parented to this element and these are parented to this element so that means that the cables stay connect very nice very useful not covered in this tutorial because this is all gonna be made editable when we do the UV stuff but if you did want more information on this let me know in the comment and maybe I'll do a quick tip on it or something it's fairly straightforward pretty common technique and it's very nice it's very nice right so this is my turret what I'm gonna do is I'm going to save my project and I'm gonna you want to approach this incrementally so basically every time you make a big change save a version and because basically depending on how what you're doing with this if you're getting this ready for a game you want to put this into a game then you're gonna want a low poly version and by that I don't mean that new stylized way of doing everything I mean as in a model that doesn't contain a huge amount of geometry but that and that's what you're going to build your UV off but then you're going to want to make a high poly one that you can bake your textures off so that you can add chamfers to the corners without having actual geometry they're using normals so but this is that's kind of quite far out of the scope of what we're covering here all I want to look at is how to unwrap this now there's plenty of videos on how to unwrap the UVs in cinema the problem is they generally they're always how to unwrap a cube but if you're doing a more complex object it then gets a bit more complicated if they're you've got multiple parts it gets a little bit more complicated so I just wanted to cover some of this really I've been doing this a lot lately and this is a great way for me to remember how to do it to be fair first thing I need to do though is just tidy up my model a little bit because it's still all in cinema style so I need to basically get all the parts organized a bit better and make it editable I'm gonna optimize it a little I'm gonna clear out clean up some geometry that is never going to be seen so it doesn't need to be there and yeah then let's get through it so I'm gonna kill off a lot of the functionality and everything like all cloners and and all of that let's work our way down so our barrel this is actually this part here I'm okay with the number of rotations and it's sitting okay I'm absolutely farming it so I'm just gonna hit C and make that editable and that's absolutely fine so next is the cylinder here again it's kind of the same I could probably lose a few so I'm gonna just take a few of the rotation segments out of that one and make that editable now I have the cloner which is my five barrels here and those are already a bore but obviously I don't want them in a closed so I'm going to do current state to object which makes a duplicate of these and then I'm just gonna move those out of that null and I'm gonna delete the original Plus that nut there we go so now I have one one object for each of my barrels here I have a cylinder and then I've got two instances of it so for this I'm just gonna make the lot editable but first I'm gonna reduce the number of segments on that one as well 212 doesn't just doesn't need that much and I'm gonna make all of those editable which makes them all parts as well so these are my controllers for my cables they're just nulls that a tracer spline is running through and so I'll just delete all of that ah don't do that Rory that was wrong when I get to the splines I need to make them editable first so we'll come back to those okay what we got up here these are my LEDs these definitely can be reduced they don't need anywhere near as much detail as that so something like that maybe twelve for that one to be fairly even that's probably too much but it's okay for what I'm doing this is absolutely fine so they're those are done now we have another cloner which is oh this is these these pieces here so let's have a quick look at this so right-click current state to object you can press C and make the cloner editable and it kind of does the same thing but I don't know I just kind of I'm used to doing it like that this cube is fine that's already at all because I've sculpted that then under stuff so these are my cables here so I need to select these three sweeps like I said they're just a tracer object with a circle running through them and I will go ahead and do current state object Oh what did I just do then undo that I did the wrong thing that one that one and that one and current state to object boom oh there we go and it gives me a thing with a ton of tags so we'll get rid of the sweep get rid of this wave get rid of the sweep and just get rid of all these tags as well we don't need them so now I've done that I can actually get rid of all these controllers we'll head back up and get rid of these controllers just because we don't need them any longer and next we will go through our corner this is this one down here and that's absolutely fine as it is let's just proceed so we'll see ah so it makes the cloner editable but it keeps all of those knots so yeah it's a few extra steps if you do it like that that's basically the difference symmetry object now this is that and that I think what I'm actually gonna do here because I want these as two separate objects but I'm going to do current state to object delete the original take that out of there select this and then if I hide everything else so I've just got these guys here I'm gonna select my rectangle selection go to polygon mode select those ones right click do split that then makes a duplicate with just these ones but obviously it leaves this in the original so I'm gonna select the original and press Delete and now I have two separate things now the only there we go no that's absolutely fine so yeah two separate pieces really I should be labeling these but you know I think it's fine for now so that's fine that's them done the other thing I'm gonna do though is that that you will never see the insides of these so I'm actually going to just grab these middle ones and hit delete grab these middle ones for this one and hit delete and let's just double check points yeah we've got have we got any no we haven't we can do a right-click and optimize basically when you delete polygons sometimes you can leave the vertices points and I just wanted to double check that there were none sitting somewhere so it's best to do select them all right click and do optimize and then that way you know you haven't got any so forgive me I'm going quite quickly because this isn't even really the subject of this but this is the preparation and as with a lot of things preparation is is very key so here if I just okay I thought I soloed that that's interesting mmm okay so I'm gonna do exactly the same again for this because this is two sides so I'm gonna make that editable bring that up there and there's my cubes now if i press this there we go i only see the two and then i'm going to do the same thing again boom right click split and then click the original and like really work try it again and there we go right now I have my two bits super super in case you are wondering by the way what all these little lines are that's my normals direction and this is really really important when you are dealing with these types of things is that your normals are all pointing in the correct way if this wasn't orange and it was actually showing up kind of blue it would look like that and then we can see here we have two normals that are facing the wrong way and that point is actually on the inside I can't get close enough to see but that means that this one is the wrong way around so that would be a problem later on so what you do is you right-click on that and you do reverse normals and that's how that would be okay and just nothing to do with what we're doing just just mentioning right let's see everything again and we'll move down and this is the base on the bottom this is just a simple plain whatever there we go right it's not playing as a disc so that is all of my pieces ready for UV unwrapping so that's quite exciting and next we're going to start with the base and work our way up but first I'm going to do save as incremental so it adds a two to my name and now I know I have that previous one before I've done all these changes and I'm ready to continue let's start with this now firstly I'm going to need a couple of extra tools you can do it with the whole layout thing but to be fair I like this view I only need to use a couple of the tools from it so I'm just gonna press control-c to search and I'm gonna find the UV manager which I can run and I can dock here there we go so we now have the UV manager there and I also want UV polygons which I think I can just drag straight there there we go perfect okay now the way this is working is it's best to always solo the thing that you're working on just to make it to that a little bit easier to see what you're doing and then you have to look at the shape and you have to think right how am I gonna unwrap it now this is the reason why most people when they do these tutorials they start off with a cube because the cube is the most basic thing to unwrap and put the cuts in so we will come to cubes as we go along but the it doesn't really help you when you end up with a shape like this and you have to use a little bit of trial and error and a kind of a bit of experience to understand what is the best way to get these into a UV texture or whatever you know to create UV Islands out of this this is what I'm trying to say so the basically the way we do it with cinema is we have to specify where we're going to cut this to flatten it into you know a 2d image and this we just simply use the cut tool and there's a couple of ways you can approach this now looking at this the way I'm seeing this simplest is that this top view is that's one shape and then I'm going to stretch out this inside into one long one although maybe into two medium-sized ones and then the outside I think I'm going to do something like these in two maybe two sets I'll try and explain this just by doing it so firstly I'm going to do a cut there so I just pressed you well for the loop selection tool so I've selected those I'm gonna do the same there so that way oops I should have held shift sorry so now what is highlighted there is one item now that will be cut next if I just select this one here and then I come past this one to this one now I'm also saying I want to cut that down along there that will create those two then I will make one cut here and one cut this side to create two out of those and that is basically it so now I go to my I keep that selection I can switch between these and that selection stays I go to this one ctrl a to select all polygons come to my UV mapping thing here and go to projection now I'm missing something here actually I need to see the texture view so I'm gonna put in UV texture it's not in there that's my bad it's up here body paint texture view there we go right so that's currently the UV layout which is not perfect for this let's try docking this there we go then we'll zoom out a bit this is obviously terrible we're all overlapping you couldn't do anything with that so what I'm gonna do is I'm just gonna in projection I've got all my point selected my cuts are still there I'm gonna hit frontal and then that does that which obviously that's not much used to anyone it just basically takes a shot of it like that however if we now go to relax we ensure that nothing else is ticked in here except for cut selected edges there my edges that I've cut and then I press apply now there are two options here these are the algorithms for doing the UV unwrapping it's generally this LCL SCM will be absolutely fine so we'll just hit apply on that right so what have we got here we've we can see we've got some fold so if I just do some optimal mapping realign don't worry about preserving orientation but make sure that to equalize the eyelid and size right what we can see here is that it's kind of keeping all of that stuff to give us so I'm obviously missing an important cut and I'm not sure where so ah okay I made a slight mistake here I forgot I was post to remove the bottom pieces because I don't want these these will never be seen so I'm just gonna quickly oh no don't do like that do like this one this one this one and this one and quickly remove them so that's why because I didn't have anything showing a cut at the bottom here so it's tried to basically keep all of these connected so now we'll go projection frontal relaxed that looks like it could be a bit better and then we'll go a optimal mapping right we are one step closer now because that's pretty good this is not right because it's put the two together for some reason I am not sure why I think I want to actually have that one so let's go through what do this again doo doo doo doo maybe we need to change the position where we do the projection frontal relaxed optimal mapping apply there we go right boom keep it in apply and it will line it all up and there we go now I have actually successfully unwrapped this specific piece and all the pieces are sitting alright yeah that's absolutely fine we can actually go in here we can select UV polygons in here we can say grab these guys here and then use the move tool we can move these about we can even rotate them you don't get any details like you get in the main window but we can tidy up stuff in here so now I find realign that there we go that's now perfect so that's that one done let's go through we'll do another one so barrel which is this so again I forgot here look there's this backside of it that he's never gonna get seen so I need to just cut that away so let's do this cut you away so our lines best way to cut this one nice and simply around the edge and one line best to do that one line actually silly Rory look there we go best to do that one line at the bottom again where it's not such scenes because there though it might show up as a bit of a seam in the in the artwork it depends how how well you do it then we'll go back make sure everything's selected once again we'll go projection frontal relaxed apply and then optimal and hit that a couple of times and there we go boom these were maybe are a little bit closer but we won't worry about that yet because we're gonna get all of it down first before we worry too much about that so next I think I can click this and it will just basically show me everything that I click right yeah that's it this one this one is both now the way I'm gonna do this is basically the same I'm gonna cut so the top is out the back is out and then I'm just gonna do one cut in the side so that it can split that and unpeel it again we projection relax and then apply boom so now that we've kind of got this idea we can go through this pretty quickly but then we'll get to some that a bit more like this we have to think about we will cut the back off here we will cut one line down there so think about this that's on its own and then we've unwrapped that we now have this down the end here we need to do something with so what's gonna be the best way it probably there this is this color is terrible for seeing this it's really hard yeah do you know what I'm going to cut that separately and cut that separately and then unwrap that I'm gonna use the top I don't think it really matters and actually no I'm gonna continue the line so we cut there and we cut there right and let's just check the nice thing is if we get something wrong we'll generally will see it at this point because stuff will look weird it will look curved kind of like that once why is that doing that so let's have a look or a bit zoomed in mm-hmm we've got a bit of an issue with these two so if we want to check exactly what that is we can to hear UV mesh UV polygons and we can just select them and yeah I'm sure enough that was exactly what I was expecting they are those ones so not sure why those ones are being a pain let's and take you there let's just try it if we don't do it I think it won't work at all right oh no look it worked ah of course so I don't need to cut that because of course it's silly me that was me being silly because it's going round in circles I don't need to do that I can just leave no cuts and just have that as its own piece there and of course the way you could then deal with that is place that insight there or whatever or that one inside but now we'll align those there we go lovely job lovely job ok next so we've got all of these now to do so let's just quickly nip through these now that we know the best way to do them [Music] okay so that's all of the barrel done now obviously that was hugely tedious and that's where some smart unwrapping features would be nice but yeah this is the way it is so these cylinders here I think our ones that I can probably tidy up as well because yet we've got backs on them that we don't need so we can get rid of that one we can get rid of that one let's have both of these up at the same time um actually nope so we'll cut that there and we'll cut that there whatever projection front or relax yes boom next oh dear oh dear right okay cool okay mm what is this I don't know ah these are all of these so yeah we've got a ton of more tedious bits to do so that's quickly whizzed through these same thing I'm gonna select them all and go ahead and get rid of the backs okay so now probably one of the more tricky shapes to mess around with not the trickiest but a tricky so a tip that a friend once gave me was that when you're doing shapes like this you've got to be you can use a bit of kind of judgement and that if it's just a small cube you could have balanced the additional geometry of breaking this one below it versus the fact that you will have a bunch of area that you don't ever see that's tube but that's just one polygon so therefore that could actually be better than ending up with cuts all the way around this and through this too to compensate for that so this is where you've got to be a little bit sort of clever however in this case I just extruded it so what I'm gonna do is I'm going to treat this like it's own cube so I'm just gonna simply make a cut there cut there cut there and then of course I've got this shape in the back that I'd forgotten about so I'll cut there and cut there in fact I'm gonna treat that like its own cube on the inside of this one as well so we're gonna do something like that and then we'll splay out that one this may not even be the best way to do it but this is the way I'm doing in this case at least so so that means that that will be its own bit and have the four sides coming out this one let's see now I think possibly we don't have cut there what will that do that will put that as a circle on the end of that that will flap open that way and that way so I think that's fine like that I mean we can we can test it by just highlighting that area and then I'm doing the procedure with just that bit but I'm not gonna work just yet next I think I'm going to because I've cut that out this will be its own section so I'm gonna just basically come up here and then a cross and then back down so that will be its own thing which I'll cut there as well that will be one long large thing it might need to be cut that was we'll try and we'll do the same this side something like that we've obviously we've got yet another cube on the back here so I'll treat that in the same way I did the one from earlier this may not be the right way but I'm gonna try I'm gonna try this see let's see I'll keep saying that should stop saying that and also this one here let's see we will take the back off it but we'll leave that then we'll cut along there and there and there there there and there boom boom and there now oh I didn't want those two that one down there right okay so I don't know ever this is gonna work but I think I'm gonna test it now let's let's see what happens here so we select everything will go into projection will do frontal weld relax them and then we'll apply yeah it's not too bad there's obviously there's a problem here because this is a bit twisted looking so let's see if we can figure out which area this is here so this is to do with these flaps here yeah this is why I say this is not necessarily this is good geometry because it's low Poly's but then really I want my cut to come down there cuz I want straight cuts i don'ti the angular cuts for doing this bit so let's go back to here mmm what happens if I do cut those and they let them flap open I think I'll have the same problem down here as well that won't let's just try frontal relax apply I've just done those bits does it make sure I select it all okay yeah see we still got this problem it's because of these this is not ideal so well remove those ones I think do we want to remove those ones so that's just its own bit there now that'll open up like that that will open up like that okay now that should be okay I think I think I'm gonna take out that cut so that that just flaps open and the same with that one and now I'm going to try again to double-check its all selected it is so frontal relax and then apply right so we've still got an issue here where are we looking out of it oh we're down here now right gotta have a little think about this then so what's this doing so we've unfolded the back and that's come off eyes because it's trying to unwrap this yeah yeah so we basically I think we just need to put a cut there and there possibly this side as well and then we try again I've done that thing again to make sure I select everything okay oh so we've still who still got a problem this is it this is a pain in the butt this shape it really is so we'll do it the cup there and we'll remove that one and we'll add a cup there come around the other side we had a cut there and there and we'll remove that one no we'll keep that one my gesture just made its own bit mmm is that good let's just try it okay well we're definitely looking better I probably should have done it a little differently but definitely not perfect cause it would have been nice for it to all be neat flat pieces but because of these angular cuts then I can't really get that I don't think there might be like I said there might be a better way to unwrap it but yeah either way it's there now at least so we're one step forward so let's move on to the next so these are gonna be pretty horrible because they're bendy and nasty so they'll probably look silly but to cut them all you need to do is a single swipe down I can't remember there's a key I can't remember what it is so I'm just gonna do it manually which is like this which I know is pretty nasty but I cannot remember for the life of me the key that would allow me to to do this without doing it right and this obviously has these so they can come off okay good about right and then we'll do that same trick again so the way I'm doing it I'm just basically going down and then holding ctrl and sliding back up again to deselect what I didn't actually need it's a bit of a messy way to do it with no dad that's the job doesn't it another point would be to make sure that this cut is actually on a side that it's not really visible again because of the seal but in this case it's gonna be like black rubbery cable so I don't think it's really that big a deal boo-boo-boo-boo-boo-boo-boop okay so now I go through frontal relaxed and optimal relaxed frontal relaxed did you do okay cool next there's only a few more to go oh these are these these are these I'll get these done quickly [Music] okay so here we go with another interesting looking one this is 100% I should have done it as a separate box just because I will and I'll show you the difference actually because what I'm going to do is I'm going to fix this up so let's grab these UL no not ul use ed there we go that melts but now obviously you can see these blue lines as n-gons we don't want angles so I'm now going to use the knife tool to just literally cut around [Music] [Applause] [Music] [Applause] okay there we go like say it's not perfectly neat but it will absolutely do in this case now I can unwrap this one a much nicer so I will do I want to get down dude like that and we'll have that like that and that like that so this will splay open like a cross kind of shape then we will do let's see that can come all the way down there so we'll put cut there cut there cut there that will open up that and we'll do the same this side cut there cut there cut there mm-hmm I'm going to do a little bit of trial and error on this one just to see that one that one and then we'll put a cut there there there see the down side by putting all those cuts through is that now the you have to click them up Lots I'm thinking that I don't actually need this bottom piece on here but I'll keep it there for now and in fact I'm gonna have it let's just do this I'm gonna have it as its own piece because then if I don't actually need if it's not visible in the final one I can shrink it right down so it doesn't really take up much space on my texture let's just try this to get the deer for full-frontal that's not the right word is it apply yeah it doesn't look too bad you can see that my wiggly cuts but overall it's better than though the the weird angular ones right so that's that one done okay what we got next what is this ah these are just these side pieces okay no problem so we can bring both of these up at the same time [Music] right next so we've got this and we've got two of these so this I mean this is quite straightforward really there's probably a nice neat way but I'm gonna do like that I'm going to cut you know cut you there then I want something about the opposite side so I'll actually cut it there so that these two strips aren't too long and then I'm actually gonna do that so yeah that's exactly how I'm gonna do that so projection frontal relaxed and apply yep that's that's fine like that [Music] right now this one is an interesting one because yes I don't need the top and I don't need the bottom so I can actually come into here oh it's already selected for me how handy so we'll grab those two I think the way we'll do this is we will cut it because of this angle you see if if I if I cut it just there there there and then have maybe one one slice down to unpeel it we're gonna have a problem between this shape and this shape so I'll show you by doing front or relax and then we should get this kind of yes here we've got the same problem we need to firstly we definitely need to take out that one so now we do it again that fixes that so we now just got a circle but you see how we've got this actually you know what that's not too bad is it mhm yeah to be fair I think that'll be alright like that they'll be fine there we go done and then with this this thing is just silly because well that is correct so I mean we could do do it for for giggles but it's the same so that's it that's fine that's it done now what happens here is we need to now merge all of these pieces into one shape so we're gonna grab this turret select all let's turn off all this hiding stuff for now as well that'll make life a bit easier so we grab our turret and we're going to do connect objects and delete boom that now gives us our one turret now look at our UV it's crazy right don't panic we can actually just press this optimal mapping button again we just have to select everything and make sure we've got equalized island side so everything stays relative and now apply now look at that now it's not perfect so we'll reduce the spacing to 1% that's a bit better now we could do some optimization in here now firstly this guy here is far too big this is just this bottom base this does not need to be that big so we can actually shrink that right down and we can pop it in here and we can hmm see we could grab like these ones and place them in here I'm not sure how much this would really help but you know this is where I say there might be better ways in cinema but I really really struggle to find them I've messed around with this quite a lot and this is definitely the best workflow I've found so far for doing this let's have those two there yeah and now what I'm just going to do is select all the ones I've just moved not that one there we go all right and then just go to select invert and then I'm gonna re-organized and that made it worse I don't know so you could you could spend some time and we shuffle this and organize it but you know what I think it's it's not too bad really as it is okay so that's now my texture so what are we on to next we want to be able to get that into Photoshop don't we so firstly let's create a quick material turnoff now we'll just leave that as it is we'll come to our texture and put on here surfaces checkerboard and come in here we'll make this something like I don't know 20 by 20 I don't know we'll see and then we apply this to our turret okay now as long as what we've done as long as we've unwrapped it well we shouldn't really see much in the way of warping and it looks like it is pretty good I'm actually gonna put this I don't know why but I want to see smaller squares just makes it a little bit easier I'd say overall that's that's not too bad that's I'm fairly happy with that okay so now I want to be able to get this into Photoshop so how are we gonna do this so let's go into layout this is where we're gonna want to go into body pain UV edit we'll switch to this one because I want this materials area here so okay so we will create a new texture by doing new default material and then we have to enable it I don't really understand this is just what you have to do so we have to take that little box there and next we have to press this tiny little X that's here and it will ask us for some details so we can choose a name for our texture file the resolution for some reason I've got a kind of half 2k half for K going on here but let's just make it two K all around and that's absolutely fine and then this is the backdrop color keep it nice and simple boom there we go right so we've now created a new texture which is this this this this now what we need to do is with our object selected we can see our UV map there I think we select all okay so now we'll go back to our materials we'll select this one and we can see this is kind of what we want right now what we need to do is basically get it to draw that onto a layer so we're gonna go new layer and it will use the brush configuration so whatever I've got set in the brush here so I'm going to set this to something like five and then under colors which is all over here I know that this is made I think possibly intentionally slightly awkward I don't know I'm gonna do it a blue color so you can see it and make a bit brighter yeah whatever so now I have to select all my polygons so like so and then I go to lair outline polygons right that's now drawn polygons onto my backdrop brilliant excellent that's exactly what I needed so now I can save this texture as and I can choose a Photoshop and boom I'm ready to save it and I've been in Photoshop boom there we go into Photoshop with my image which I can turn that layer on and off you see so the beauty of this is I can then come in here I can color in certain areas we can always go back to cinema to see what is actually what they'll do it like that that would be really silly so let's create a new layer and would draw underneath it so you know I could like color in some bits like this whatever you know it depends on your workflow what you're doing now so I I'm just literally messing around really would add some colors whatever these are certain parts of it it's just so that you see a difference when I go back in right and let's for fun do some weirdness down there there we go right and then if I switch that one off and I save my texture got back to cinema I've already just applied this material to my gun which as you can see as default looks like this but obviously now I've made a change and saved it in Photoshop I can come into here and I can do reload image and it will update to my new one to make my gun look absolutely gorgeous so obviously you can now go in and you can set up your nice bits and pieces and do whatever you want to do make it look really pretty and nice but that god that actually took a lot longer than I thought that is how you unwrap a almost complex model and get it to a single UV texture that you can then go and and play around with in Photoshop until your heart is content boom there you go I hope that was super exciting it did go on a little bit but then again they always do so what am I gonna do about it hopefully is something we'll find useful anyway if you did enjoy it do the whole liking thing do the SUBSCRIBE hit the bell get notified all of that jazz it really helps me understand if you are actually enjoying this nonsense I'm putting out so I will see you in the next video but before I go I'm gonna throw in a really cheeky advert for my VR game that is now available on Steam so I'll see you in the next video bye for now hey you got to the end of the video thanks I take it then you wouldn't mind if I just mention I made a VR game no it was myself and a friend actually and he's the clever one but anyway it's called stalks int house and it's a story-driven escape the room type game which is creepy and atmospheric and doesn't entirely rely on jump scares it's available on Steam right now so if you have VR go grab it and have some fun I'll see you in the next video [Music]
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Channel: Rate My Funeral
Views: 28,394
Rating: undefined out of 5
Keywords: Cinema 4d, unwrap, unwrapping, uv, uvs, modelling, textures, rate my funeral, rmf
Id: qoxs-8ehnaU
Channel Id: undefined
Length: 45min 40sec (2740 seconds)
Published: Fri Apr 24 2020
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