Create UVs with Polygroups in Zbrush

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what's going on everybody my name is ian and welcome back to another irish gold video today i'm going to show you the simplest way to make uvs as clean as possible using zbrush let's go okay now we're in zbrush and we have our sub tool now we have we have two different sub tools we have a cube which is a simple shape to demonstrate this on and then we have a base mesh in which i'm going to show you how to do it it's the same process no matter how complicated or simple your sub tool or model is so now we have the cube and what we want to do is work with polygroups most sub tools are a single polygroup we can go ahead and change this by actually using the z modeler brush to go ahead and select certain aspects or we can even use masking to create different polygroups let's do the z modeler approach and then i'll show you the masking approach with the z model approach you want to select the z modeler hitting b z m and what we're going to do is we're going to hover over a face and we're going to hold the space bar down from here we want to make sure that we turn on polygroup and that we have a single poly turned on this is so that we can control which faces that we actually want to have a different polygroup once we have that selected we're going to go ahead and just touch a couple of our faces and i'm just picking these four right here and this will make sure that these are just different colors in order to get clean uvs or simple uvs at this point we're just going to come up to z plug-in and the important part is down here under uv master we want to make sure that polygroups is turned on what this will do is actually when it's cutting the uv lines it will use the poly groups as seam lines in order to divide and separate the model the way we want so turn on polygroups symmetry is default turned on you can leave that on if you're if your model is ac if your model is symmetrical but if it's asymmetrical then we're going to want to turn this off but for now we'll leave this on so polygroup's turned on then we're just going to go ahead and hit unwrap this usually takes a minute depending on the size of your model for this this is very fast and now what we're going to do is we're going to check our uvs so if we come down to uv maps which is here on the left hand i mean on the right hand side of our zbrush click uv map you can actually see that it's now uvs are selected you have morph uv and delete uv all we do is click orfuvi this will actually unwrap it and we can see that these are now separated which is perfect and then we're going to go ahead and turn morph uv back off and now we can see that not only does our model have uvs but we have proper or decent seams again this is always dependent on how clean your topology is okay guys now that you get the general idea on how to make uvs using the z modeler brush and making a different polygroups with that brush what we're going to do is i'm going to show you how to use the most lasso tool in order to make selections on your more complicated model like the space mesh here to make cleaner uh poly groups to then make our ubs what we're gonna do is we're gonna go up to our brush hold control and we're gonna make sure that mass lasso is selected probably the best brush for this and i highly recommend you use this brush from here we're just going to go ahead and zoom in on the part of the model that we want new polygroups in we're going to hold ctrl and we're just going to go ahead and make a nice clean selection again if you have clean topology it'll actually make it easier to select in between each polygroup and then all we're going to do is hit ctrl w and that's going to take that mass and group it into a new polygroup from here we're going to repeat this process holding ctrl shift tapping on the face of a model that we want to keep and then we're going to go ahead and repeat making a new selection so that way we can actually hit ctrl w and do this to our whole model as you can see here i've already done this to this model so now we can move forward and make our uvs from here okay so as you can see here i really took the time on my base mesh to select and make as clean poly groups as possible you want to do this in order to ensure that your uvs are also as clean as possible again this is important when you're trying to import your model with that has uvs to create texture maps and so forth and other programs now that we have our selection again we're going to come on up to z plugin we're going to click work on clone what this does is it allows you to work non-destructively because it duplicates your sub tool and allows you to work on it so that way if there's any errors and it breaks you still have your original sub tool selected somewhere else from here we're going to go to z plugin and what we're going to do is make sure again polygroups is selected symmetry is selected because again it's an a pose model so it is symmetrical and we're going to go ahead and hit unwrap just like before now that it's unwrapped which usually again it takes time depending on the size of your model we're going to go back to z plugin and this time now as you can see under the work on clone we have a few other options copy uvs flatten paste uvs check scenes etc what we're going to do is we're going to click flatten now that it's flattened as you can see here all of our polygroups are now cut and they're separated in a nice flat manner now you can go ahead and edit this as you see fit but for tutorial purposes this is perfect we're going to go back up to z plugin we're going to hit unflatten and now we're going to hit copy uvs we're going to go back up to our original subtool and as you can see here if we were to go ahead and check under uv map it's still not there but what we will be doing is we'll go back up to z plugin and we're going to go ahead and hit paste uvs now if we come over to uv map as you can see here we have a selection to delete our uvs to morph uvs and a few other options this now guarantees that our model now has uvs and again if we just check morph uv you can see here that these are uvs laid out and if we click it again it will actually wrap it back up so again now our model has uvs okay everybody i hope you enjoyed today's video if you did please give it a like hit the notification and subscribe button at the same time that's that's a challenge see if you can do that also if this worked for you or if you have questions or even different methods please in the comment section feel free to jump down there and let me know what you guys think also i go live on twitch tv and i'm also starting to consider going live on youtube because i just love live streaming and i love putting uh all my work out there and i love hanging out and connecting so that's something you're interested in check in the description down below for all the details there anyway guys again that'll wrap it up for this video thank you so much and as always happy sculpting and i'll talk to you guys later bye bye
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Channel: IR Sculpts
Views: 19,164
Rating: undefined out of 5
Keywords: 3D printing, zbrush, live stream, sculpting, digital art, character design, twitch tv, pixologic, toys, collectibles, graphic design, clay sculpting
Id: qw_FHSp_xPI
Channel Id: undefined
Length: 6min 33sec (393 seconds)
Published: Mon Nov 30 2020
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