UV Unwrapping a Human in Cinema 4D S22

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in this video I'm going to show you how to use the new UV tools in cinema 4d s22 alongside some of the improvements in the viewport and selections so first of all let's go up to the layout drop down menu and select the new bodypaint UV edit layout it's a very convenient layout because it allows us to work with a lot of the new tools and a lot of thought has been put into it so let me zoom in here the first thing I want to do is get rid of some of these background elements to make it easier to work so let's go to options and configure and what I'm going to do is first of all in the safe frames make sure that the safe frames are off because I don't want to see those gray bars and I'm gonna go to the filter and remove certain things so first of all the world X is the workplane the world grid if that was on and the horizon so now we have a clean view in here now if I select the object you can see that this is the result we are going to get to very nicely defined UV Islands and with the minimum amount all the seams on these so the arms are stitched top and bottom and the legs are front and back and so forth in order to do that what I'm going to do is remove this UV tag and take it from the very beginning first of all how do we create a UV tag there are many ways but we can go to the tags menu go to material tags and set UVW front projection I can select the projection if I go to the gear I can I'm going to select flat for now and I'm not going to use this flat projection for anything meaningful I just the want a uvw tag to be there for me so let's begin by doing some component selections and talking about components let me tell you one of the highlights of s22 SUV advancements and that is that the polygon edge yes and points now work without any other switches so for example if I get my live selection tool and like some UV polygons and then with my move tool I can move them here in UV space and I can move them here in 3d space without any switch and that's fantastic let me undo command Z couple of times will undo everything click here to deselect and you can see this is all red that's because I'm using some of the vu settings and I'm seeing the overlapping polygons you can see that we have a lot of functionality in here we are going to visit some of these as we go for now I'm just going to set it to lines so I can concentrate on my lines so let's begin cutting this fellow down I'm going to go to edges mode and we have this fantastic new set of tools here and UV unwrap and UV weld and relax are going to be our friends over here and the way this works is the following first of all we need a edge selection so I'm going to zoom here and with my move tool I'm going to double click over here and create this loop selection now the UV unwrap works slightly differently when edges are selected or polygons are selected and you can see the differences if you click on the gear icon here we have three settings one of them is restrict to polygon selection which I'm going to keep on although default is off I find that more useful and press cancel if I go to the polygon selection you will see that the first option is not available because it implies if you using polygon selections that those are the ones you're going to apply to anyway cancel here let's go back to the edges all I have to do is with my edge selection I just click once on this and what it will do is use the edge selection to cut and then it will unwrap and relax everything and here we have the lower body below the neckline and here is the head so let's go and see how we can split the head right at the back as we usually do with heads now again with the move tool selected I'm gonna go and shift-click up here and the reason I'm shift clicking is I want to retain this selection over here and if we go to our selection menu and select loop selection we will see that one of the new features down here is stop at selections I'm gonna click this on and for good reason I'm going to say stop at poles as well I'm going to use this later on I'm going to show you what it does now what happens is that because stop at selections is active when I do a loop selection it's going to stop wherever there is a selection so it's going to confine now the loop from this down to this so I'm going to just shift click to add this and you can see that we have a representation of that edge selection in the UV layout the good thing is that I can go and do these selections in the UVs as well using edges now and we may need to use that later on you can go between the 2d world and the 3d world just by switching your eyesight anyway let's click UV or not and this is what's going to happen and now we had the head and wrapped so let me show you some other exciting features I'm going to go to the ear and what I'm going to do is select this I still have the loop tool selected you can see that because all these have these poles the selection won't move downwards if this was off then if I shift clicked it will go all the way down but you can see it's doing all sort of interesting selections there which are not very useful so stoppeth paws is a good way to control how your selections are going and I'm just going to continue their selections by adding them using shift and wherever it thinks it can it will move by itself so I'm gonna go all the way around here shift click shift click and you can see that we've gone all the way around I'm going to shift click here and you can see that we've done this little overshoot the way I'm going to remedy this is quite simple I'm going to go to my Select and fill selection I don't have to do this I could have just removed that edge but I'm just going to show you a few things now watch this I'm gonna select these ears fantastic and now the other thing I can do is go to my edge selection and go and say outline selection so it takes that polygon selection and it outlines it by creating an edge around it again I didn't have to this but I'm just showing you various ways we can use the selection tools now that I have this edge selection around here I want to cut both ears but I'm too lazy to go to the other side and do the same selections so we're going to take advantage of this new tool over here which is called mirror selection now if I click on the gear icon you will see that it has some settings which space this symmetry the mirror symmetry is going to occur Z Y if it's going to be the object or the world coordinates and a tolerance now mind you the tolerance is very important because of the way it searches for symmetrical points is by using the coordinate system and we give it a bit of a tolerance just in case our model is not very symmetrical but it's good to have a topologically symmetrical object and we have three modes add subtract and flip mostly we're going to work with the add going to click OK and you will see that now my selection has flipped on the other side and you can see it in the UV editor now if I go to my selection tool you can see only this is selected so only if this will unwrap if I click on this but if I move my selection on the other side as well go back to edges now both the ears are going to be correct so there they go here are my is now you can see that we have overlapping UV Islands in this case so what can we do well I'm gonna go to my polymer selection and I'm going to deselect everything and now I'm gonna show you the new packing options down here in the UV packing tab you can use the brand new geometric and wrapping now make sure that you have preserve the attention off for now because I would like them to orient themselves as they wish but I'm going to keep the equalized island size it's gonna create UV polygons similar in size they're going to retain their actual size so if I apply this you will see that we are going to get a packing that retains the relationship between the object sizes and at the same time give us a very nice tight packing you're gonna see this in its full glory as we move forward now let me show you a few more things I'm gonna zoom in here and I'm going to get my loop selection and what you will see is that if I use my loop selection edge mode on Islands it selects the border of the island so we have these two ears already selected I can shift-click to select the outline of the head as well and I'm going to proceed in this particular case although I don't have to by retaining my selections and again that's going to be to assist me with the stop at selections with my loop selection tool so let's go and do some more selections here so I'm going to shift click to cut out this arm on this side and I'm going to flip my selection on the other side so now we have both sides cut now I'm gonna go down strategically and place a cut clicking shift with my loop selection down here and then I'm gonna go to the back of this gentleman and shift-click to select between those two edge selections and I know for a fact that this is the best unwrapping for the back now I could always go and relax his back over here so let's do that as well and let's move downwards and see what we can do with this gentleman's feet so number one I'm going to shift click here to cut the two legs from each other fantastic and then I'm going to go and detach the bottom parts of his feet so I'm gonna shift click over here and you can see I've selected all the way around his left foot I'm going to transfer that selection on the other side and now I'm gonna go right here in the inside which is not very visible and with my loop selection you will see what happens is that the loop is going to go all the way around and it's going to stop at this selection here at the top fantastic and again that's because the stop at selections is active so let me shift click to add that and let's just make these mirrored and I think we're good for this part I haven't really done anything with the hands we're gonna do it in a bit I've added my edges and now I'm going to click on UV and wrap and let's see what happens and there you go everything is going to in wrap now remind you nothing is selected that's my everything was unwrapped if something was selected only that something would be unwrapped let's go here we can now survey all our different parts everything seems to be ok if I go to my live selection I can double click on an island it will select the island so I can move it around if I wish to do so excellent now these are the arms here so let's go and do something with these arms I'm gonna go to my edge making sure that my polygons are all deselected and I'm going to go and invoke my loop selection tool once more and make sure in this case to have your stop at poles otherwise we're going to get some really odd loop selections loop the selections with stop at poles and stop at selections I think is the most useful of these parameters shift click over here shift click over here it's gonna stop all the way right here in the front of the chest let's go all the way around shift click good all the way around here and then shift click here and this will complete the two parts the top part and the bottom part of our arm now there's a nice little trick I usually do if I want to make sure that I've sliced something if you are in edge mode and go to the fill selection you can hover and you will see the two different islands and that's fantastic so let's continue and let's transfer the selection to the other side and let's click on uvn wrap one more time and you see the arms now are split and top and bottom so a lot of artists they can just stop here and everything seems fine but I'm going to show you some more of the functions how do we weld things together so for this I'm just gonna make sure that I have no edges selected and what I want to do is I want to weld the seam here on the back so I want to well this and just have one seam on the front and I want the arm each arm actually to be one island so how do I do that well go to your move tool let's select part of the seam and one of the great things is that with the new viewport options we can actually see the seams you can see here and we can even change their color so let's go make them green which is a bit more fun color so go to your preferences and go to scheme colors and go to texture UV editor colors and somewhere down here it should have the seams UV seems color and I'm gonna select this and I'm gonna make them green and maybe a bit darker or lighter whatever I like I can make them or blue anything that helps you visualize better what a seam is actually I'm gonna use this color here just to irritate you anyway so we have our edge selection tool selected our move tool so I'm going to select an edge on that seam I'm going to go all the way up here and I can either command shift click to select everything from that edge to this edge or I can use my loop selection as I did earlier now with this edge selection and you can see they're represented down here over here and over here so we can actually see what's connected to what although there is a mode to see that and that is UV connectivity and now color coded we get the edges that are attached to each other counterpart so let me turn this off again and let's go just back to seems excellent and what I'm going to do now is transfer that selection over to the other side and I'm going to use another tool called UV weld and relax this is going to weld the edges that were seams and it's going to do a relaxation after that and there you go we have the top and bottom welded so let's make sure nothing is selected let's go back to the UV packing and apply a nice little geometric packing and there you go and let's go and do this for the feet so I'm gonna go down here and let's see what I'm going to do I'm going to go to my edge mode I'm going to select this over here and go all the way around and press command shift click I'm gonna transfer this and I'm to UV wealth and relax and we are going to attach the feet the bottom parts to the top hats deselect everything make sure nothing is selected and go here again geometric apply and we're gonna have a nice little packing now for some reason I realize that I don't want my ears to be disconnected so let's very quickly go and attach them live selection tool zoom into your ears double click to select the island shift double click to select the island and do a UV world and relax now that we're in polygon mode it will weld those polygons to where they belong and there you go here they are in their place double click here we'll select this island so let's go and do some final tweaks I'm just going to eyeball this and orient it properly so double click here and I'm gonna go to my UE gizmo zoom in a bit let's make the window a bit bigger and I'm going to rotate this this way good I like this then I'm going to use my live selection to double click here get the UV gizmo one more time let's rotate this this way I can zoom in and sort of place it a bit better good and let's go and get the feet I want to see which foot that is that's the left foot so I'm just gonna move this over here actually it's the other way around so I may put it on the right I'm gonna put it over here then double click here just want to survey these and see how they look this arm here will go and point that way and this arm here is gonna point that away good so I've done my little orienting go to my move tool to get rid of UV gizmo deselect everything and again geometric apply and now everything is gonna be really tightly and nicely packed undo so you saw it rotated everything I'm gonna undo that's a typical mistake I do all the time you need to set the preserve orientation this setting will avoid rotation when packing so it will retain whatever rotation has been set and there you go adjusted the packing and it's nice and tight the last little bit of this tutorial is how do we actually align something for example the face not by using eyeballing but by actually using the geometry we are going to do this by using the new pin workflow so first of all I'm going to double click on this so we can have the gentleman's face let me do this I'm going to press s to be selected and this is what I'm going to do number one I want to make sure that I have the whole selection selected the seams so I'm going to go to my loop selection and select everything around here all right there you go so everything is selected then I'm going to go to a front view over here and I'm going to make sure with these polygons that are selected that I get a frontal projection and this will actually project from that view and give us everything in the right proportion the next thing is I'm going to go to my points I'm going to select the points I think are important to keep in place so I will go and go here I'm going to select the eyes I can deselect these Vanessa select here underneath here and I think part of the mouth here is important to keep in place these are the features I want to keep I'm going to select this and then I'm gonna go and just mirror the selection so these points selected I'm going to go and add UV pins the pins are very explicit I can remove pins I can clear the pins but now I'm going to keep them as they are and now I have my polygon selection so these are the polygons I'm going to apply the operations to I have my edge selections which are going to be my cuts and I have my pins so make sure in the UV unwrap that we have all these three active press ok and there we have the face let me clear my UV pins let me deselect all the polygons and let me zoom out ever so slightly and framed this properly go to the UV packing and use geometric make sure that preserve reason Tatian is on equalizer island size apply and there you have it the face is absolutely straight and symmetrical the features have been retained and everything else has been nicely unwrapped and if you want to survey if there any problems with your mesh you can go and use your view filters here and see if there are any overlapping polygons if you can't really see anything here just make sure to remove the UV mesh and you can only see the seams or any overlapping polygons that may occur so for example if we had an overlap over here you would see it with the red color so it's very obvious when you get rid of those lines and I think that our UV mesh now is ready and we can use it to create our textures in our 3d painting software or in photoshop or anything else I hope you enjoyed this and we're gonna have more tutorials about the new UV workflow in a cinema 4d s22
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Channel: Cineversity
Views: 13,395
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Keywords: 3d, 3d software, c4d, c4d tutorial, cinema 4d, cinema 4d tutorial, cinema4d, cineversity, maxon, tutorial, c4d motion graphics, cinema 4d motion graphics, mo graph, s22, subscription 22, new release, c4ds22, c4d s22, cinema4d s22, cinema 4d s22, uv, uv unwrapping, new feature
Id: fMl7_OxKiPU
Channel Id: undefined
Length: 20min 52sec (1252 seconds)
Published: Wed May 06 2020
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