Preserve UVs w/ Model Changes

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hi mom jesus turnable all right cool all right so the thing i wanted to show on our youtube was like what's pretty standard you're on youtube yes you are trainable well done so what happens right a lot of the time when we do work like we checking our asset into the pipeline it gets textured and then a lot of times afterwards we need to do model changes after it's already been textured so i want to talk about that sort of so i'm just going to use a plane since it's pretty easy it's already kind of uv for us so imagine this is it here this is our plane it's right being textured i'm just going to put on a uh checker texture on this so let's just hope my checkered texture is still on here somewhere instead we get the memes there it is cool all right we have our fantastic checkered texture on this yeah i know right we should just put the meme we could totally do that just have like the meme and we'll distort the meme all right cool so this is our nice lovely model it's been textured and then one of the normal things that happens is they want to add more details things need to change all that sort of stuff so but you don't want to ruin the texturizers like life like say for example we need to modify this this is pretend this is a panel on a wing and we want to add details to this you don't want to just screw the texture out of so they have to re-texture the entire thing like say for example let's just do this model change really really simple so we have this piece here we extrude it and we pull it in right now you will see we have all this sort of stuff it's not nice so usually what we would do is you leave everything where it is and you just uv what is broken so this i would literally just select that and just move it off so we know the new piece is now detached right and i'll probably just project this from the side keep it simple and then i'll put a seam in here and then unfold it in one direction boom we have this right what we can simply do is we grab this we can go to transform uh get and we can get the textual density of this piece and then just simply set it to this piece boom but now they have the same text identity and then you just simply find a spare spot on this udem to put it i don't know we can just do something like that nice and simple so the textures are already here they're already fine nothing needs to really be modified the texturizers might have to come in and clean up some stuff but the general thing doesn't need to be completely retextured again what you could do is you could take this piece as well and pull it out if you wanted the unit eyes no unit states we're just using a plane nice and simple so that's one thing another thing is you'll notice like say you wanted to i don't know draw in some edge loops like you wanted to triple edge this or something right you'll notice you can't slide edges around because if you slide edges like this right you'll break the uvs so you can't do this but one of the things you can do is you can draw simply new lines so you can do something like that remove the edge loop and now you've technically moved this edge without breaking the uvs uvs nah uvs are great that's definitely something that's another thing to keep in mind you even though you can't like you can't grab these edges and move them around but you can still technically just draw new lines in and then get rid of that one also keep in mind this is for hard surface like not characters like characters need to keep in mind like um like point orders and stuff like that this is mostly just for like hard surface and stuff like that so you notice we've kept all the uvs nice and organized still try not to move anything here if you move this it defeats the entire purpose of this but you can always just put this stuff on different areas i would also try and keep it like pointing the same way as well another thing which happens is like say for example we now want to do like a damaged version of this we would kind of like you know we might do stuff like uh i'm just gonna quickly do this for the sake of this i'm not gonna bother like fixing the topology i'm just going to show you something say for example this is now like a wing that has been ripped or something and then you go crazy like bending the panel stuff like that you might pull it a bit out stuff like that i've seen this done a few times by artists where sometimes they'll just completely they'll completely change the entire thing like i mean not change they'll completely uv the entire thing but the reality is like say for example we take this new piece here and we can get this out of the way we can put that back in later like just because it's broken here it doesn't mean we have to like modify all of it we can simply just take like the broken bits and then just unfold those slightly all right sure this is actually connected first so we can just simply unfold from here but maybe we need a bit higher so yeah just because you're damaged like this section here doesn't mean this section needs to be completely retextured ruined it with the notification that's all right yeah thanks for the the 15 months aaron i appreciate it man yeah so that's also something to keep in mind just because you modify a part of the thing it doesn't mean you have to completely change everything another thing you can do is you go up here to tools and then go uh smooth and you can just slightly waltz detach there so you can just simply relax stuff a bit using smooth it's quite nice and then yeah when you have space we can simply just grab this go back in put that up like that so yeah so now we have our nice new uvs all we've broken was this bottom section here so say there was some like specific weathering that was already done up here it doesn't need to be redone they only need to worry about this so like a lot of the time like students will think they just do their portfolio piece i mean they just do their asset they check into the pipeline they'll never see it again with in film production this happens quite a lot where we'll finish the asset it gets textured and then they want to add you know extra details in so this is something to keep in mind because texture artists really hate when you completely break all of their uvs and textures so this is the best way so it's best to keep in mind when doing like model updates like a lot of times we also do damage passes so that's where this stuff comes in handy and yeah just keep in mind that not to move edges around but you manually uh cut stuff if you want to make changes like this but yeah if you uh you guys enjoy this don't forget to subscribe i i greatly appreciate it i'll see you guys in the next video
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Channel: Andrew Hodgson
Views: 2,094
Rating: undefined out of 5
Keywords: twitch, autodesk, maya, 3d, modelling, hard surface, spaceship, aircraft, speed modelling, efficient, kitbash, industry, film, professional
Id: VD-2iHny8KA
Channel Id: undefined
Length: 8min 26sec (506 seconds)
Published: Fri Oct 16 2020
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