UV Unwrapping The Proper Way - Cinema 4D Tutorial

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hey everyone so i've been using cinema 4d for a long time and i the thing that i see a lot of people struggle with is uv unwrapping so today we're gonna unwrap this object i'm not going to do everything just some shapes some some models and let's hope that we can all learn how to unwrap models in cinema so first thing i want to select the object that i want to unwrap and here you can see i have a lot of objects that is creating this gun shape so let's do it the simplest form first and then move to a difficult one so let's select this object now i want to go to polygon mode let's isolate our object by clicking in view solo hierarchy so now we have this shape and we want to unwrap it so let's go to bpuv edit once all our polygons are selected usually i first thing i want to do is to make sure that everything is in the same island every uv are connected so let's go to projection tab here on the uv mapping tab let's go to projection and do a frontal i'm doing this frontal projection only to make sure that everything is selected and everything is combined to one uv island so now once everything is selected let's go back to our standard mode layout and now i want to select our islands so let's go to i press on the keyboard ul and let's select our loops that we want to cut so usually when you uv unwrap you want to sort you want to unwrap surfaces which have the same curvature so in here everything is straight the other side everything is on the same plane once we have these two selections we want to add one more cut so we want to cut this whole barrel in one shape so i will select a bottom edge as well on both sides side and this will create one uv island for this whole inner shape and outer shape as well so we're gonna have uh four cuts we have this cut the back the front the inner inner island and outer island once everything is selected let's go back to uv edit and now let's go to the relax uv tab let's make sure that can't selected edges is toggle on and all of this is toggled off you don't need anything in here and auto alignment auto-realign will be tug on toggle on as well you can use abf algorithm or lscm algorithm they kind of do a similar job they will create a different result a result depending on the curvature of the object i usually use the ls cm algorithm and now let's hit apply so i'll click on apply three or four times to make sure that the software realign everything once uh so let's go back let's see how it looks now to see the the island itself i want to create a material that i can see the layout so double click here we'll create new material let's untuck the reflection and in color tab let's add a texture go to the arrow surfaces and checkerboard now we can drag the material on the object in mode in model mode and we can see the left so right now you can see there's a big difference between the barrel and the the front and the head and sizes of the uv it's not uniform the sizes you can see here the squares is big and here it's small if we want to make it the same size and let's go back to our uv edit select everything and here i'll go to sorry go to the uv polygons tab in here if nothing is selected i can press on one of the object and then command a on our keyboard and let's go to optimal mapping i will go to realign and real line we can toggle on the preserve orientation and click apply for something like yeah three four times usually that will result in in a way that everything is the same size let's make our texture a bit little bit smaller so you can see better so double click the texture and in here i'll press the texture itself and add more squares yeah so the sizing looks good i want to see that the squares are the same width and height it doesn't mean to it doesn't need to end start in the same place but the overall overall shape of the square is need to be in the same size so yeah we have our first uv unwrapped model so let's go back looks good now let's do the same for a more complex shape so let's select this shape so this is the trigger horse so it's a harder shape to unwrap but usually it's mean that you need to select more stuff but it's not really harder it's the same principle principles so a bit spoiler let's select everything i can use the move tool and double click the edges this will select the same edges which in the same angle so my goal is to select surfaces which are the same angles so in here you can select these surfaces and again i'm using the move tool and double click on the edge while pressing shift to to select the shape in here it's it's not working sorry so i see if i double click this shape it select other stuff but it's okay because i can unselect them yeah sometimes the double click will do a weird result so we can manually select the edges that we want so i want this whole shape okay so i have this surface i want to the top surface as well so i can unselect this and select the edges as well and here let's make everything square let's go back to our move tool double click here we can probably do a thing like that i want a cut here and a cut here and here probably cut here okay now let's select the circle so let's double click here and i will click here as well and we want to select this part as well yeah everything selected now let's select this shape and here i'm imagining it's a cube and i want to cut the edges of the inner cube now in this shape we want to select the other outer edges so let's do it by double clicking in here as well yeah so we have all of our surfaces we can probably add a cut here but i want less islands as i can yeah so everything seems to be selected now if you want to save your selection so if it's not gonna be lost or something happens you can save it by going to select tab and then click on set selection this will add the set selection tag to your object and if you lose the selection you can select it again by double clicking this tag so it's really useful now let's do the same and let's unwrap so i'm going to polygon mode command a or ctrl a go to our bp uv edit now we want to do a frontal projection again to make all of the islands connected once everything is connected we can go to relax uv and hit apply let's hit it several times okay and go to optimal mapping click apply as well now let's go back to the model mode and drag our material and here everything looks good all the sizes and all except this face that have a weird orientation so let's fix it let's go back to uv edit select go to uv polygons select this island and this part of the island on our keyboard press u and then w and both of them selected now we can use the rotation tool and make it straight let's try to do yeah anything like that so i rotated the both island in the same time now we just need to make sure that it's in the uv space this island so let's select it uw to select everything and drag it a bit to the right part let's go back to our model and yeah we got these two parts selected and now i really important step to do is to make sure all your your uvs are the same size you can see here the squares are a little bit smaller than in here so we want to fix it so let's get to our to the to this shape let's select our all of our polygons uv polygons command a on our keyboard and then we can use the scale tool we need to let's actually go to the barrel sorry this one make it a little bit smaller and it will be in the same size it doesn't have to be precise but you want to to have the same resolution to all of your objects when you're going to harter software like substance yeah so now we unwrap these two models and it's in the same size the uv uv island and that's it okay thank you very much hopefully i'll see you next time so bye
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Channel: ALON ZUBINA
Views: 1,983
Rating: 5 out of 5
Keywords: motion design, motion graphics, after effects, tutorial, tips, tricks, technique, learn, basics, design, mograph, cinema 4d, modeling, 3d modeling, c4d modeling, c4d, blender, uv unwrapping, texturing, blender uv unwrapping, texture, 3d software, beginner, uv, uv unwrap
Id: jt88kYvkWZk
Channel Id: undefined
Length: 15min 9sec (909 seconds)
Published: Wed Sep 09 2020
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