Unwrapping & Placing 2d Textures | Blender 2.8 | Beginner

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Thanks for the tutorial. I learnt many things from you

👍︎︎ 3 👤︎︎ u/javid_shaikh 📅︎︎ Nov 30 2019 🗫︎ replies

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hello and welcome to GABA Media I'm grant Abbott and today we're going to go through UV unwrapping and texturing so this is taking 2d textures and putting them onto your 3d objects now there's lots of different ways of doing that I'm going to talk about the unwrapping process which is used when you already have your 2d texture and you know the bits of the model that you want to apply that texture to now before I start it's important to say that unwrapping can for a beginner seem quite a complex process and it could be tricky to understand at first but it is about practice so doing lots of different exercises trying things out is really important also this is meant as a compliment to the blender 2.8 fundamentals so do check out the blender Channel and their video about UV unwrapping which gives a great intro I'll put the links in the description so although this is a beginner's guide it's not for complete beginners so I'm assuming you have some understanding of the interface also you can find lots of courses like this which are completely free at gavotte code or UK links in the description so this is what we're aiming for we're trying to make this fence here I will go through making the objects but you can download this model from the links in the description and the textures are copyright free so you can use them in your own work I'll put the timestamp in the description so you can jump ahead if you don't want to make the model so what we've got we've got a plane and we've got two posts and two cross beams I've put them all in a collection so I'll hide those and I'll go back to the beginning and I'll add my cube and go back to solid mode so I'm in the same place as you are I've got the screencast keys down the bottom here thanks to JM and I'm just going to resize my cube so s to scale shift said so it doesn't scale on the z axis and make it into a wooden beam to add a bit of distortion to this and wobbliness to make it look like an old beam into edit mode ctrl R to create a loop cut and then I'll use my wheel to create a second one left-click twice so to set the left-click and to set the position and then just rotate it really slightly and there I've got a wobbly wooden beam I'll come out of edit mode I'll duplicate that so shift D move it across in the x-axis so just press X to move it across scale in the Y and rotate around the y 90 degrees and I'll scale this in the X just a touch about there move it into position so now we have our support beam and our cross beams now it's important to note at this point if I press N on my keyboard and go to item you can see that the scale is all out and by out I mean it's not set to 1 so blenders assuming that we want things to be scaled and that actually matters for our texturing so when we're unwrapping the scale isn't uniform so it will try and unwrap as if we've got a scale of 1 and then distort the shape that's tricky to understand but the important thing to remember is that you need to set your scale before unwrapping unless for some reason you want your textures to be stretched across your model so to set your scale or to apply your scale you press ctrl-a whilst you're in object mode so ctrl a and set the scale press that and you can see that they're all back to 1 so this is now the base scale for this object I'll do the same for this one so click on that object in object mode ctrl a and set the scale and that all changes these to one as well that can solve a lot of problems for a lot of different functions in blender so make sure you've set your scale okay so if we go across to the shading tab now and we can see my object here let's create a new shader for the beam I'll press new and in order to add texture to this object we need to plug a texture into the base color so here are my textures and I've downloaded these textures and they are copyright free I've put them into one texture so we can use that for the top of our beam and the middle parts so I'll be using this texture here which combines them both and I'll upload that for you to use this is my Photoshop file and this is my PNG you can use Photoshop files in blender but they're quite large so I've exported it as a PNG and I'll drag that in and then I'll hook that up now it is showing on my beam and that's because when you add a cube it automatically comes with a UV map which you can see down here under the object data properties and I'm going to go across to my image editor over here I'll just extend it out by going to the middle of my two panels when the cursor changes I can click and drag it across I'm going to change this instead of the image editor I'm going to change it to the UV editor if I go into edit mode now I'll be able to see my UVs once I select more with a and you can see them just there and if I select them all in the UV editor as well I can then press G to grab and you can see my texture moving across my model so as a quick reminder you can see the UV unwrapping going from a 2d object to a 3d object in this tiny example here and that should just be a reminder from the blender fundamentals course which the link is in the description for so back to the UV image editor I can also select faces in here so let's select the face grab that and you can see that's the face down the bottom corner just here so let's grab that again and you can see it moving around and distorting so these shapes are distorted and therefore the texture around that area is all distorting you can also see that this one here if I grab that you can see that's overlapping the white part and that's appearing on our texture so it's all a bit of a mess at the moment so I need to reposition my seams but also I need to unwrap this a bit better because I want the top of my shape to be in this section and the middle parts to be in this section so I'll need to cut it up in a certain way so I can position them like that so in order to do that let's go across to the UV editing work space now don't follow along for a second but if I go back to the shading because I've got this texture selected that means it will appear in my UV image editor so if I go to the UV editing workspace it's already there but if you need to find your picture file you can press at the top here to find your images I'm actually going to close this image down for the moment so it doesn't cause any confusion and this is the default if you don't have an image texture already put into blender and you can open an image here or you can press the down arrow just here to get the ones that are already in or you can create a whole new image here and that's for things like painting if you want to paint so what I need to do is unwrap my object now there's lots of different ways of doing this as well I'm in edit mode at the moment so if I press u to unwrap there's lots of different options if I just press unwrap it doesn't do anything because it's already got a UV map which you can see just here if I want to I could delete this map and you can see how my texture disappears because it doesn't know how to put it onto my object and I can press u to unwrap and then unwrap but it's taking every single face and just plant them on top of each other so you can just see my pattern repeated over and over again so somehow we need to cut this up so we can place sections onto my map over here so we know this top section we want to look like the top of the beam in fact I'll get my texture back now so I'll press the down arrow there and click on the image that I've already imported which is here so this top face here we want to be able to put it onto this section here which is the end of our beam so we know that we want to unwrap that and make it separate so what I can do is go to edge mode with 2 on my keyboard or you can press edge mode up here and select these top edges you can see they're a nice big square there at the moment because it's already got a UV unwrap but I'm going to go to the edge menu and mark them as seams so mark seems when you do that it turns them red and I'm going to show you what that does so I'll press a to select all and unwrap and unwrap once again now it's gone a bit strange but if I press this button here it will sync up my UV map and my beam so I press this button and now I can select some faces in here and it will select the corresponding face in here so this is my face that's been unwrapped and that's unwrapped correctly but the rest can you see all the distortion that's going on and that's trying to unwrap this without any seams so that's what it looks like without any seams so that's the bottom face just there if I can click on that I didn't quite get it but I got that one there so all these faces in here which are overlapping all over the place I managed to find that every go are all squashed together so what we actually need is a seam down here to sort of unwrap this middle bit but we also need a seam at the end to separate this end bit as well otherwise it will squash up into a weird shape like this so you can kind of see when you've got it wrong when you get odd-looking shapes like this ideally you're getting fairly rectangular shapes most of the time so we know this end box needs to be separate as well so we'll go back to edge mode here and I've got all those selected already but if you haven't then just go around selecting those and then press ctrl e which is the edge men you can find up there so ctrl e mark seams so that's another way of getting to that edge menu control e now let's try unwrapping again so I'll select all and press u to unwrap now it's done the same thing with the middle here but we've got two panels now which we can put onto our end beam texture over here let's do that for now I've got the sink still enabled so if I go to faces in here and select this face I would be able to move it into position like this and I can then scale it up and you can see I'm getting that end panel texture here I can do the same at the top one as well so let's select that and you can see it's in the white hair at the moment so it's completely white and just press G to grab move it across and maybe move it into a slightly different position somewhere around there although having said that you can see this dark area here I'll talk about that a bit in a second so move it across to that dark area so this split here is visible at least one of the top or the bottom you can do that as well if you're following along so we've still got the problem with the middle faces so if I select the middle faces I'm just pressing alt click on one of these edges and I've selected although middle faces alts left-click is to select a face loop if your in face mode now you can see that's this section here and again it hasn't got a seam so it's trying to unwrap it and it's sort of looking from the top and squashing it down like it's a coca-cola can that's been sort of crushed and it's squashing it flat like this so what we need to do is Marcus seam down one of these sides so I'll go to edge mode again I'll select the edges here and press ctrl e to get to the edge menu mark seam now if I select them all with a and unwrap you can see that's looking very different now because I selected all and pressed unwrap it unwrapped my original ones as well so I'm going to undo that and show you that you can actually just unwrap parts of your model so if I go to face mode up here and deselect the top and the bottom and now press u to unwrap it will just unwrap that middle bit can you see my original faces which I've already moved are still in position so you can just unwrap parts of your model so here's the middle part of my beam let's scale that down and move it into position and you can see that my beam or post is now correctly shaded I'll deselect all by double tapping a or press alt a and let's analyze this shape a little bit so it's looking ok looks like a beam let's just quickly go to object mode so you can see it in its full glory but as soon as we look at the top we can see that the seams are visible so down here there's an obvious seam and certainly here where this dark patch which is a split is and it should go down the side here as well ideally so what we're going to need to do is reposition this top face so it doesn't hit this dark split down here and then the seams won't be so obvious we should be able to see the seams down one side as well and it looks a bit like there's a split down there which doesn't really work but this I think was our seam it doesn't match up quite it's not too bad though and it's not too visible in that case the bottom we can see a sharp edge here and the thing about seams is they're a bit unavoidable in cases and that's why you try and hide your seams as much as possible so if you're doing a model and you're trying to unwrap lots of different places you try and put your seams where there's a natural break in a texture so let's say it's a character and they've got a belt you might put a seam around the top and the bottom of that belt where two materials meet or you try to hide them as best you can so in a moment when I come to unwrap this one I'll probably choose one of the underside edges where we're not going to see it so well so let's go back to edit mode select this top face so make sure I'm in face mode select that top face and I'm going to move it across so it's away from that dark patch there and then back into object mode and we can look at our seams they're not as bad as they were so that's a better position for our UV space so let's practice that again with our middle beam so let's select on our middle beam now this beam is actually tucked in to our post here so really I don't need these end faces so let's go into edit mode interface mode with three and select that end face quickly get to wireframe mode with set on my keyboard and select that face as well with shift and delete those faces okay so we've got a very slightly different shape now have a think where you would mark the seam on this or does it even need seams okay so let's try and wrapping it without any seams eight select all it's already got an unwrap in fact but if I press u to unwrap it squashed it all in so something's gone wrong so again it's trying to unwrap it but there's no seams for still all joined together so it's crushed it like it's a coke can so it's got no split so it just doesn't work so let's go to edge mode and let's choose one of these bottom edges remember that we're trying to hide our seams so alt Adri select all alt left-click to select an edge loop and ctrl e to mark seams select all u to unwrap and there we go much better let's go back to look dev mode so we can see our textures and it hasn't come up have a quick thing why it's not come up that's because we haven't added our texture to our object so let's go back to the shading tab and make sure that we've got object selected and we can press this down over here and find our material that we made back to the UV editing tab and now we can see it but we can see the grains going the wrong way for one it's going up and down like it was with this one and it's overlapping this area as you can see here so let's with all our UV selected if they're not and you might have your UV sync selection button disabled you'll need to select them all with a and then rotate 90 degrees so our 90 and press enter and then just grab it and move it into position somewhere around there looks quite good and let's have a look around our model and that looks great obviously we've got that scene down there where the texture is going to join and that's this edge and then the top edge here but it's not too noticeable so we've done reasonably well so I'll give you another few tips for creating the fence if I want to create another cross beam I can just duplicate this one so shift D and then said to put it up and it's exactly the same as the other one it shares not only the shape but also the texture and the UV unwrap so let's just move these into Titian I'll grab this and then said grab that in the Zed and rotate it in the Y slightly so it looks a bit distorted I might have to scale this one up as it's sticking out slightly so s then X twice to go in the local x axis which actually is up and down in this case so let's try glide twice nope Zed twice there we go there's the local z-axis I will explain that slightly so I've just scaled it up in the local Zed access a little bit so it digs in there but remember we looked at the item transforms here it's already got some rotation on it so the local axis was all a bit weird the reason I was using the local axis if I just go scale X it will distort as its scaling in the X because I have rotated it a bit away from the x axis then where that doesn't make much sense it's only a tiny change so it doesn't make too much difference here but I thought I'd explained that anyway the only problem is it looks very similar to this one so what we can do we can rotate it around the z axis 180 degrees and that will show us the other side I can obviously rotate it back in the Y if I want to have it that way up again but this time they look different because they're from a different side and just rotating your beams like that can make them all look different so let's duplicate this one shift D and grab it in the x-axis moving across to around there and I know this fence doesn't make a lot of sense really because it's digging in here and how is it falling down there let's not worry about that too much you might want to keep your end posts and have the wood on the front here if you like but you can see this post looks the same as this one so let's rotate it around the z-axis 90 degrees this time do something slightly different and you can see they look different so let's just move this into position for rendering so let's grab it and move it above the floor so one two get to front view grab and move it so it sits above the floor and then add a floor so shift a how to plain scale it up and let's get into position where it looks good for rendering I think I've already changed the rendering settings slightly so there's the render tab yours might look slightly different without any ambient occlusion like this and mine's got a bit of ambient occlusion the other thing that's worth changing let's get to the shading tab just move into position where we can see it better click on our object so we can bring up our texture details I think it's worth bringing the roughness up and the specular down just a touch so it hasn't got that glare coming from the top and there we go we've got a wooden fence now we can easily select a section shift the X and move it across and maybe rotate this slightly and we can create offense and then we have it unwrapping a wooden fence hopefully this exercise has improved your UV texturing abilities and has helped you along the way to creating wonderful looking models thanks for watching and I'll see you next time
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Channel: Grant Abbitt
Views: 102,613
Rating: undefined out of 5
Keywords: understand, learn, blender, tutorials, 3d, art, graphics, game, material, guide, easy, blender (software), blender 3d, blender paint, blender painting, blender texture paint, blender texture painting, blender tutorial, gabbitt, ideas, media, paint, style, blender 2.8, uv unwrapping, blender 2.8 tutorial, uv mapping, 3d modeling, fence, fence post
Id: bHLT5Xh_tzQ
Channel Id: undefined
Length: 19min 2sec (1142 seconds)
Published: Sat Nov 30 2019
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