All language subtitles for 69 - Character Creation UVs Pt 2

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These are the user uploaded subtitles that are being translated: 1 00:00:04,864 --> 00:00:10,496 Really quick there is one thing I forgot to mention and that is a UV and marking 2 00:00:10,752 --> 00:00:11,520 Eyes here 3 00:00:11,776 --> 00:00:13,824 Sell the way that I would go bad 4 00:00:14,080 --> 00:00:16,128 Because I want this whole character 5 00:00:16,384 --> 00:00:18,944 To use a single material in unreal 6 00:00:19,456 --> 00:00:20,992 The way that we go about 7 00:00:21,248 --> 00:00:25,856 Is we can keep these objects separate but they need to share a UV Space 8 00:00:26,112 --> 00:00:26,624 Self 9 00:00:26,880 --> 00:00:29,440 Word that means is that if I would give this 10 00:00:29,696 --> 00:00:31,488 The sphere is the same material 11 00:00:32,256 --> 00:00:33,024 And 12 00:00:33,280 --> 00:00:35,840 Shift and click to highlight both of these 13 00:00:39,168 --> 00:00:42,752 You can see that the UV for the spheres hair 14 00:00:43,008 --> 00:00:44,544 And come to sing this holes 15 00:00:44,800 --> 00:00:46,848 Face and over laying on top 16 00:00:47,616 --> 00:00:49,664 Care TV 17 00:00:49,920 --> 00:00:51,456 Cell let's coming in 18 00:00:51,712 --> 00:00:52,992 Unravel this I 19 00:00:54,272 --> 00:01:00,269 So I'm just going to a head backslash on my keyboard to get the slow go via which basically 20 00:01:00,271 --> 00:01:02,619 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 21 00:01:02,620 --> 00:01:05,024 Only the object you have selected and a hide everything else temporarily 22 00:01:05,792 --> 00:01:11,936 Sell the visa actually ok through the sphere these are just a default you've that come with a news 23 00:01:13,728 --> 00:01:16,032 You do know the saturation stretching 24 00:01:17,568 --> 00:01:21,152 You know by how these are laid out 25 00:01:21,664 --> 00:01:24,992 Any currently can just add in a cut here if you want or 26 00:01:25,248 --> 00:01:26,272 Divide it this way 27 00:01:26,784 --> 00:01:31,648 It's largely up to you how you want to do this I'm going to cut them 28 00:01:32,160 --> 00:01:32,928 This way 29 00:01:33,952 --> 00:01:39,328 What's Marcus in here and because I'm still using the mirror modifier the UV murderer 30 00:01:40,864 --> 00:01:42,400 So I'm not just going to give me the 31 00:01:42,656 --> 00:01:46,240 There's not too much stretching and we said the scale 32 00:01:47,520 --> 00:01:48,544 And we don't have to worry 33 00:01:49,312 --> 00:01:55,456 Sell the next thing I want to do is to bring back my car tomorrow sounds going to have a slash on the keyboard again 34 00:01:55,712 --> 00:01:56,224 Bring that back 35 00:01:58,528 --> 00:02:04,672 Now it's totally selected if I tell into edit mode I can edit the points on both 36 00:02:04,928 --> 00:02:06,208 So I'm just going to 37 00:02:06,464 --> 00:02:09,024 Quick on my iPad Air 2 so I can end 38 00:02:09,280 --> 00:02:13,376 L on the keyboard to select everything that is linked to it 39 00:02:14,144 --> 00:02:17,472 And I had to do here is scale these 40 00:02:17,728 --> 00:02:21,568 Eyepieces down so that they roughly match 41 00:02:21,824 --> 00:02:22,848 The scale 42 00:02:23,360 --> 00:02:24,896 As the grid here 43 00:02:25,664 --> 00:02:28,480 Sell a little bit more 44 00:02:29,760 --> 00:02:31,296 To about embarrassing this is 45 00:02:32,320 --> 00:02:34,880 Close to the size of 46 00:02:35,648 --> 00:02:36,928 Like where these should 47 00:02:37,952 --> 00:02:44,096 The everything we can do is as long as everything that you are working on has a zero that 48 00:02:44,352 --> 00:02:47,680 Or should I say wonderful scale 49 00:02:47,936 --> 00:02:50,240 Side we can add the scale 50 00:02:50,496 --> 00:02:51,776 These islands song 51 00:02:53,568 --> 00:02:57,408 Apply the scale of both of these models are currently have a point of sale 52 00:02:57,664 --> 00:03:00,992 2 scale which is now we want so it's like these models 53 00:03:01,504 --> 00:03:03,808 Control a and outside just a scale 54 00:03:05,088 --> 00:03:06,880 E14 bulb 55 00:03:08,416 --> 00:03:10,976 So I can do now is and like them both 56 00:03:11,232 --> 00:03:12,000 To edit 57 00:03:12,512 --> 00:03:14,304 Just like everything 58 00:03:14,560 --> 00:03:15,840 Under UV 59 00:03:16,608 --> 00:03:17,376 There is 60 00:03:17,632 --> 00:03:18,144 Is a 61 00:03:18,400 --> 00:03:23,776 The average Ireland scale so this will automatically snap everything to match 62 00:03:24,032 --> 00:03:26,848 So that the uv-vis match their scale in the world 63 00:03:27,360 --> 00:03:32,736 Cell and as long as we have our scales side that means that these will match their skills 64 00:03:34,528 --> 00:03:35,808 Did get slightly bigger 65 00:03:36,832 --> 00:03:42,976 The last thing we need to do to get these Eyes to work properly with the rest of our character sheet material 66 00:03:43,488 --> 00:03:45,792 Are you trying to make sure that there is no overlap here 67 00:03:46,304 --> 00:03:47,584 Between the eyes 68 00:03:49,888 --> 00:03:53,984 The body here so we just need their own space on the TV 69 00:03:55,776 --> 00:03:56,544 So 70 00:03:56,800 --> 00:04:01,152 I want a meeting with space efficiently so I'm just going to slide everything in 71 00:04:03,712 --> 00:04:06,016 Now this algorithm work 72 00:04:06,272 --> 00:04:10,368 Great for hard surface items that has a rectangular UV 73 00:04:11,136 --> 00:04:12,416 For organic 74 00:04:12,928 --> 00:04:15,744 Directions to The Swan that have irregular shapes 75 00:04:16,000 --> 00:04:19,071 It does work pretty well but there may be some 76 00:04:19,583 --> 00:04:21,631 Email space inefficiencies here 77 00:04:22,143 --> 00:04:23,935 But it's more important that we meet 78 00:04:24,447 --> 00:04:27,007 Scale across All Over You by Isla 79 00:04:27,263 --> 00:04:28,799 That we don't have 80 00:04:29,055 --> 00:04:32,383 Areas here very dense great and then very large great here 81 00:04:32,895 --> 00:04:34,431 We might make sure that the texture 82 00:04:35,455 --> 00:04:36,991 The entire model so 83 00:04:37,503 --> 00:04:38,783 I'm in this case 84 00:04:39,039 --> 00:04:39,551 It's ok 85 00:04:40,063 --> 00:04:41,855 The other glass things to know 86 00:04:42,111 --> 00:04:45,695 If you use the pack Islands to arrange your Islands on your 87 00:04:47,487 --> 00:04:49,535 You do get the sore drop down right here 88 00:04:50,047 --> 00:04:54,911 And what's it allows you to do is selling margin so attractive little bit about margins 89 00:04:55,167 --> 00:04:57,215 Before we discussed uvs but we discussed her 90 00:04:58,751 --> 00:05:04,127 Like you shouldn't be too close together on this sheet because there will be somebody over here 91 00:05:04,639 --> 00:05:06,175 And I we want these are 92 00:05:06,431 --> 00:05:06,943 To have them 93 00:05:07,199 --> 00:05:11,295 Space increase the point of one which is much larger 94 00:05:13,855 --> 00:05:15,135 Just keeping mine 95 00:05:15,647 --> 00:05:17,439 That increasing 96 00:05:18,207 --> 00:05:21,279 The Smarden space here 97 00:05:21,791 --> 00:05:23,327 To the size of your eyes 98 00:05:23,583 --> 00:05:25,631 Which will make you lose resolution cell 99 00:05:26,143 --> 00:05:28,447 Finding that idea 100 00:05:29,215 --> 00:05:33,055 Spot between giving enough space around your UV Islands 101 00:05:33,311 --> 00:05:34,079 And 102 00:05:34,591 --> 00:05:35,615 Maximum 103 00:05:35,871 --> 00:05:38,175 Texture resolution possible for them 104 00:05:39,967 --> 00:05:42,271 Set reminder for 7 for this 105 00:05:42,783 --> 00:05:44,831 A little bit of inefficiency here in 106 00:05:45,087 --> 00:05:47,647 Spend more time trying to pack these nicely but 107 00:05:47,903 --> 00:05:48,415 Purposes 108 00:05:48,671 --> 00:05:49,439 Installation 109 00:05:49,951 --> 00:05:54,815 These uvs will work so not important thing is that everything is contained in these 110 00:05:55,071 --> 00:05:56,095 21 space meaning 111 00:05:56,351 --> 00:05:57,119 Within the square 112 00:05:57,631 --> 00:05:59,935 And that nothing is overlap 113 00:06:00,959 --> 00:06:02,239 Ok so 114 00:06:03,519 --> 00:06:06,335 Side note on you 115 00:06:06,591 --> 00:06:11,199 And after this we are actually ready to start breaking arm 8413

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