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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:06,440 Before we start to apply any textures to our object, we of course need to do some UV mapping 2 00:00:06,780 --> 00:00:11,280 so our 3d object is properly mapped into 2d texture space and 3 00:00:12,100 --> 00:00:15,620 right now we can just switch to the UV editing workspace and 4 00:00:17,140 --> 00:00:20,720 They'll basically enter the edit mode of whatever object you had selected 5 00:00:20,720 --> 00:00:25,700 So now I will just tab out of this feather and select the body object. We'll start with that 6 00:00:26,020 --> 00:00:33,100 So if we tab in and look at the texture space here, you can see there's no 7 00:00:33,420 --> 00:00:39,780 UV mapping basically all of the geometry is mapped to one large square 8 00:00:39,900 --> 00:00:42,220 so, of course, we'll need to change that and 9 00:00:42,780 --> 00:00:49,900 You might already know that one of the easiest way how to UV map something is to use the smart UV project that blender can 10 00:00:49,900 --> 00:00:55,660 Provide for you. So if you press U and smart UV project, let me just confirm this for a second 11 00:00:55,660 --> 00:00:57,660 You don't need to repeat this 12 00:00:57,820 --> 00:01:01,220 we will see that blender has unwrapped all of this and 13 00:01:02,060 --> 00:01:06,300 Created these islands of geometry for us. This might not work properly 14 00:01:06,940 --> 00:01:10,060 here when we need to paint over the body and 15 00:01:10,780 --> 00:01:16,660 Some like tattoos over hands or something because these islands might be disconnected on 16 00:01:17,140 --> 00:01:23,880 Places you don't want them to be disconnected and this might create some issues and visible seams for you and stuff like that 17 00:01:24,000 --> 00:01:26,920 So when you want to UV map a body like this 18 00:01:27,960 --> 00:01:32,620 Sometimes you're better off by doing this manually and that's what we are going to do right now 19 00:01:32,620 --> 00:01:38,180 so let me just hit slash on an armpit to isolate this in the local view and 20 00:01:39,700 --> 00:01:45,480 We don't need to undo this kind of thing because anytime you do a new UV unwrap 21 00:01:46,280 --> 00:01:51,320 You replace the UV information on that vertex and it just changes here 22 00:01:51,320 --> 00:01:56,900 So don't worry about this right now and we'll do the unwrapping with this low poly geometry 23 00:01:57,120 --> 00:02:03,340 Even though later we will need to apply the one level of subdivision to the model so we can rig it 24 00:02:04,080 --> 00:02:08,040 The UV coordinates will transfer to that higher poly object. No problem 25 00:02:08,080 --> 00:02:14,400 So actually it's a little bit easier to do the unwrap right now when we still have our low poly cage here 26 00:02:14,680 --> 00:02:21,520 We can start right away by switching to the edge select if you don't have it active already and just alt clicking 27 00:02:22,160 --> 00:02:24,160 The loop right here 28 00:02:24,300 --> 00:02:28,440 where the shoulder ends and then pressing U and 29 00:02:30,520 --> 00:02:33,280 Picking mark seam you can do this from the 30 00:02:33,840 --> 00:02:40,160 Edge menu as well. So if you press ctrl E you have the mark seam option for the edge menu 31 00:02:40,360 --> 00:02:43,600 but in my opinion, it's faster to just press U and 32 00:02:44,280 --> 00:02:49,280 Clicking the mark seam from the menu here. So you will see right away that there's a red line 33 00:02:49,880 --> 00:02:51,880 all over this edge and 34 00:02:52,200 --> 00:02:54,360 it marks the place where 35 00:02:55,120 --> 00:02:58,600 The UV coordinates will be cut into islands 36 00:02:58,720 --> 00:03:04,680 So right now we can just I'll click the loop here. Press U and mark seam 37 00:03:06,040 --> 00:03:13,320 Now this still isn't enough because even though we have separated the arm from the hand and from the shoulder 38 00:03:14,160 --> 00:03:20,120 To successfully unwrap it. We need to do one additional cut along the length of the arm 39 00:03:20,360 --> 00:03:26,280 So it can be unwrapped like paper and most of the time you need to do this on places 40 00:03:26,800 --> 00:03:29,920 That you think might not be visible that often 41 00:03:29,920 --> 00:03:31,760 So for example here 42 00:03:31,760 --> 00:03:39,200 We might want to pick this edge right here since it's at the bottom of the arm since probably it won't be visible 43 00:03:39,680 --> 00:03:44,480 Too often so let's just click here and then ctrl click here 44 00:03:45,000 --> 00:03:48,840 To select this edge then U and mark seam 45 00:03:49,280 --> 00:03:57,160 Now if we select everything and press U to unwrap you will see a bunch of cluttered stuff 46 00:03:57,400 --> 00:04:02,600 Unwrapped here, but if you now select only the arm, you can see how this is 47 00:04:03,200 --> 00:04:09,640 Correctly spread into the UV to the space and that's what we want to do for the rest of the model 48 00:04:09,640 --> 00:04:12,480 So we can just continue by adding some more seams 49 00:04:12,480 --> 00:04:19,640 And now I will go back to the edge select and select this loop right here. Let me check if this goes 50 00:04:22,240 --> 00:04:27,120 All the way and I don't think so because right here we have triangles 51 00:04:27,280 --> 00:04:33,960 So the blender doesn't know the loop continues there so we will additionally so we can help ourselves first of all by 52 00:04:35,200 --> 00:04:40,080 Deactivating the subdivision modifier. So we better see the model and toggling the x-ray and 53 00:04:40,760 --> 00:04:44,200 We want to shift click this edge under the armpit 54 00:04:44,880 --> 00:04:51,360 So we connect the whole loop and now we'll press U and mark seam and again 55 00:04:51,360 --> 00:04:57,360 Don't forget we need to do a cut right here as well. And since we marked already 56 00:04:58,200 --> 00:05:00,200 this edge here 57 00:05:00,240 --> 00:05:03,920 We can continue right there. So U and mark seam 58 00:05:04,920 --> 00:05:09,520 We can now move to the hand right here. Let me toggle the x-ray and 59 00:05:10,320 --> 00:05:14,880 And right now I will try to isolate the top part of the hand here 60 00:05:15,880 --> 00:05:20,840 So I will click this one here and then ctrl click here 61 00:05:20,840 --> 00:05:27,520 so don't forget we want to include these triangle faces right there as well and now ctrl click here and 62 00:05:28,920 --> 00:05:34,520 Continue along these lines and now we can do a cut there and close up here 63 00:05:34,720 --> 00:05:41,840 So I will now press U and mark seam. So this whole part will be separated and unwrapped 64 00:05:42,840 --> 00:05:47,920 And now we can do the same at the bottom so as you can see 65 00:05:49,400 --> 00:05:54,840 Our last seam was here so we can continue by separating 66 00:05:55,440 --> 00:06:02,000 there and continue along these lines, don't forget to include these triangle faces here as well and 67 00:06:03,320 --> 00:06:05,720 continuing all the way up here and 68 00:06:06,720 --> 00:06:12,600 And here so shift click this edge as well and then press U and mark seam 69 00:06:14,680 --> 00:06:20,600 Okay, and don't forget we need to do one more here as well so the arm is 70 00:06:21,800 --> 00:06:23,800 separated completely so 71 00:06:24,560 --> 00:06:26,560 press U mark seam and 72 00:06:27,320 --> 00:06:28,040 Right here 73 00:06:28,040 --> 00:06:30,040 This might look a little bit tricky 74 00:06:30,200 --> 00:06:37,280 But if you switch to the face select with 3 and then hover over some of these faces and press L it will 75 00:06:37,960 --> 00:06:44,160 Select the linked faces only within the bounds of the seams. So this way you can easily 76 00:06:44,800 --> 00:06:46,800 check whether 77 00:06:46,800 --> 00:06:48,800 Your seams work or not 78 00:06:49,760 --> 00:06:56,920 so let me deselect all and now we want to select this part right here and 79 00:06:57,120 --> 00:06:59,120 And 80 00:06:59,160 --> 00:07:03,880 There's a very easy way how you can unwrap this whole part 81 00:07:04,120 --> 00:07:07,880 If we go back to the edge select and start selecting with this edge 82 00:07:08,560 --> 00:07:10,320 then 83 00:07:10,320 --> 00:07:16,680 By holding shift at this one here and going from this side all the way up here 84 00:07:17,320 --> 00:07:21,640 Where the seams end we can press U and mark seam 85 00:07:21,800 --> 00:07:24,560 So this way if you would imagine 86 00:07:25,120 --> 00:07:29,920 Unwrapping this like paper you would first bend this one here 87 00:07:30,240 --> 00:07:32,760 Then it bends all around the thumb 88 00:07:34,200 --> 00:07:38,360 Stretches all over the palm so we can now try 89 00:07:39,080 --> 00:07:41,640 To unwrap this whether we are right or not 90 00:07:41,680 --> 00:07:47,840 so I will hover here press L to select this whole part for unwrapping and press U and 91 00:07:48,440 --> 00:07:50,800 Unwrap don't worry about the size right now 92 00:07:50,800 --> 00:07:56,200 But we can clearly see that the whole thumb with the palm was unwrapped correctly 93 00:07:56,200 --> 00:07:59,760 And if you want to better see if this will work or not 94 00:08:01,400 --> 00:08:04,720 We can open the side panel here in the UV editor 95 00:08:05,840 --> 00:08:10,640 Click the view tab and under the overlays. It's a little bit hidden here 96 00:08:10,840 --> 00:08:16,520 there's an option called stretching so we can enable the checkbox here for the stretching and 97 00:08:16,920 --> 00:08:18,920 you will see a 98 00:08:18,960 --> 00:08:24,560 Gradient from blue all the way to the red if there was some really strong stretch 99 00:08:24,560 --> 00:08:27,560 And that's what UV mapping basically is all about 100 00:08:27,560 --> 00:08:34,480 That's why we are creating these cuts because if some surface has too steep angles without proper cuts 101 00:08:34,760 --> 00:08:38,560 That's where the stretching of the texture would occur 102 00:08:39,080 --> 00:08:43,400 So we want to eliminate that and you can see sometimes there are these 103 00:08:44,400 --> 00:08:48,760 Slight stretches there, but right now here. This is nothing to worry about 104 00:08:49,440 --> 00:08:55,920 So we can continue with the fingers, and we will use a similar method to unwrap the fingers as with the thumb 105 00:08:57,720 --> 00:09:00,640 So let me rotate this and we'll start right here 106 00:09:01,400 --> 00:09:06,200 let me switch to the edge select by pressing 2 and we'll start right here and 107 00:09:07,640 --> 00:09:11,480 Continue over these loops and then include 108 00:09:13,400 --> 00:09:15,400 these edges as well and 109 00:09:15,960 --> 00:09:17,960 By holding shift we can add 110 00:09:19,480 --> 00:09:21,480 Those others as well 111 00:09:27,240 --> 00:09:33,160 Okay, so this will be edges. We need to mark a seam so press U mark seam 112 00:09:34,160 --> 00:09:36,160 And 113 00:09:36,880 --> 00:09:38,760 Now if we 114 00:09:38,760 --> 00:09:44,840 Hover over those and select them with L as linked and let me select this all over here 115 00:09:44,880 --> 00:09:49,920 So we can unwrap this whole part and check it out. So press U and 116 00:09:50,600 --> 00:09:51,960 unwrap 117 00:09:51,960 --> 00:09:58,160 You can see this looks much better than before than the smart UV project 118 00:09:59,000 --> 00:10:02,200 These are much larger islands 119 00:10:02,200 --> 00:10:08,840 And if you would for example need to do a tattoo over the arm or something you already know that 120 00:10:09,160 --> 00:10:12,600 This UV island right here is for the arm 121 00:10:13,840 --> 00:10:16,280 now let me do the rest of the body and 122 00:10:16,920 --> 00:10:22,360 I already know that this here would need to be marked as a seam 123 00:10:22,640 --> 00:10:27,840 Since there's quite a steep angle going on when the body changes into neck 124 00:10:28,280 --> 00:10:30,280 So let me just mark these 125 00:10:30,840 --> 00:10:32,640 three edges here 126 00:10:32,640 --> 00:10:37,520 Mark as a seam and then I want to unwrap this part as a whole 127 00:10:37,960 --> 00:10:40,760 for the body since I want to paint over that and 128 00:10:42,720 --> 00:10:45,720 This will be visible all the time on the render 129 00:10:46,120 --> 00:10:49,920 But even if you do another shots and rotate the model and something like that 130 00:10:50,480 --> 00:10:54,320 There's smaller possibility that this side as well would be visible 131 00:10:54,320 --> 00:11:01,640 So if there's a seam here, it wouldn't probably matter that much. So let's do one right there. So press U and mark seam 132 00:11:02,240 --> 00:11:06,120 Right here. We can see we kind of separated this part all 133 00:11:06,880 --> 00:11:10,680 Over up until here and now we need to continue down 134 00:11:10,680 --> 00:11:16,400 So I will select this edge right here and continue all the way where the leg starts 135 00:11:17,040 --> 00:11:19,360 so hold ctrl and click here and 136 00:11:20,120 --> 00:11:25,520 Press U and mark seam. So now we are getting somewhere and we need to 137 00:11:26,120 --> 00:11:31,440 Close this up somehow and the best way would be of course to do a cut around the leg 138 00:11:31,440 --> 00:11:36,120 So let's alt click here. You will see we didn't get too far 139 00:11:36,320 --> 00:11:39,960 it only selected two edges because there is a triangle here and 140 00:11:40,760 --> 00:11:46,880 And there's a pole here as well. Pole is a vertex which has more than 141 00:11:47,640 --> 00:11:51,640 Four edges coming to them. These are five so 142 00:11:52,160 --> 00:11:55,320 Blender obviously don't know where the loop continues 143 00:11:55,600 --> 00:12:01,840 So we'll have to do this manually by holding shift and clicking these edges right here 144 00:12:04,560 --> 00:12:08,760 And up until here so we are basically separating the leg 145 00:12:10,040 --> 00:12:16,000 Press U mark seam and now we'll need to separate this again 146 00:12:16,000 --> 00:12:20,000 I would choose something in the back. So let's select this edge 147 00:12:20,000 --> 00:12:23,240 That's part of the crotch and press U mark seam 148 00:12:23,680 --> 00:12:28,360 So this way we basically created two islands for the body 149 00:12:28,360 --> 00:12:34,240 if we go to the face select by pressing 3 and hovering over here and pressing L, this is the one part and 150 00:12:35,160 --> 00:12:37,400 Here is the second part 151 00:12:39,000 --> 00:12:41,000 And now to finish this up 152 00:12:41,480 --> 00:12:45,320 we'll just need to unwrap the legs as well and 153 00:12:46,040 --> 00:12:51,360 There is a little bit of a complication right here where we extruded the boots 154 00:12:51,360 --> 00:12:54,000 So we'll need to account for that. But first 155 00:12:55,120 --> 00:13:02,600 Let me just continue right from here. So select this edge continue all the way down here. So ctrl click here 156 00:13:03,200 --> 00:13:09,760 Press U and mark seam. So no matter how many cuts how many seams we are gonna mark over here 157 00:13:09,760 --> 00:13:15,160 We'll need this one as well, and we obviously need to separate this part as well 158 00:13:15,160 --> 00:13:18,920 so press U and mark seam at the bottom there and 159 00:13:20,280 --> 00:13:25,160 Now we'll probably just need to separate this ring here. So 160 00:13:25,680 --> 00:13:30,000 Alt click here U mark seam and the inner one 161 00:13:31,400 --> 00:13:33,400 right there 162 00:13:33,440 --> 00:13:35,440 U and mark seam 163 00:13:36,200 --> 00:13:37,760 so 164 00:13:37,760 --> 00:13:39,760 This should be pretty much it 165 00:13:40,720 --> 00:13:44,440 Our whole body is now marked for seams 166 00:13:44,560 --> 00:13:49,760 So we can just select all right now and you can see the mess of a UVs that we made 167 00:13:49,760 --> 00:13:52,160 But now if I press U and unwrap 168 00:13:53,400 --> 00:13:58,920 It will take all of the seams into account and create these islands for us 169 00:13:59,200 --> 00:14:02,200 There might be some larger stretches here and there 170 00:14:02,920 --> 00:14:04,840 so for example 171 00:14:04,840 --> 00:14:06,840 if I go to the face select 172 00:14:07,840 --> 00:14:13,800 I'm surprised. This is not so stretch as I thought it would be so that's great 173 00:14:15,680 --> 00:14:19,760 But I feel like here we have some stretch and that's mostly 174 00:14:20,440 --> 00:14:22,920 because of this foot here, so 175 00:14:24,080 --> 00:14:31,520 We can easily fix that by adding some seams there or you can separate the whole part here 176 00:14:32,320 --> 00:14:34,320 mark it for seam and 177 00:14:35,120 --> 00:14:40,640 And unwrapping it once again, so the stretch is still there, but it's not so strong or 178 00:14:42,560 --> 00:14:46,520 You can make a cut let me go back you can make a cut right here 179 00:14:48,240 --> 00:14:55,280 Let's check it out, so I will select all press U and unwrap you can see this is a little bit messy here 180 00:14:55,280 --> 00:14:57,280 But there are no 181 00:14:57,560 --> 00:15:01,480 stretches or only really subtle ones so it's 182 00:15:01,960 --> 00:15:07,240 Up to you whether you want to do it or not. I really don't I will leave it like this 183 00:15:07,240 --> 00:15:10,800 So let me just go back and unwrap this I won't be painting 184 00:15:11,520 --> 00:15:16,320 the boots in any way so basically we don't need any UV maps there and 185 00:15:17,160 --> 00:15:19,160 one more thing to mention 186 00:15:19,720 --> 00:15:21,120 this 187 00:15:21,120 --> 00:15:23,040 Model is now mirrored 188 00:15:23,040 --> 00:15:27,600 We have a still the mirror modifier there of course if we rig the model later 189 00:15:27,600 --> 00:15:31,680 We'll need to apply the mirror modifier, so we have the whole body shape 190 00:15:32,720 --> 00:15:38,040 You might want to ask what will happen with the UVs when we apply the mirror modifier 191 00:15:38,600 --> 00:15:42,120 They will just get mirrored so the UV map will still look the same 192 00:15:43,080 --> 00:15:48,280 There would be just kind of a double vertices here. Let me show you what I mean 193 00:15:48,280 --> 00:15:50,680 I will now tab out here and 194 00:15:51,400 --> 00:15:56,760 Apply a mirror modifier for a second now tab back in you can see the UV map still looks the same 195 00:15:57,280 --> 00:16:00,600 If I would select one of these vertices and move it away 196 00:16:01,000 --> 00:16:05,760 You can see that there's another same UV island underneath 197 00:16:06,880 --> 00:16:12,680 So that means when we apply the mirror modifier the UVs just got duplicated and mirrored 198 00:16:13,280 --> 00:16:15,280 So if you use the texture 199 00:16:15,920 --> 00:16:21,280 The same stuff that you would paint on one side would get projected on the other side as well 200 00:16:21,400 --> 00:16:29,000 So that's just something to know when you are doing a symmetrical objects that sometimes you something you want to do 201 00:16:29,240 --> 00:16:35,880 But in some cases even though the object is symmetrical the texture doesn't have to be like if you have a car 202 00:16:35,880 --> 00:16:39,200 And there's a big racing number on the hood 203 00:16:40,320 --> 00:16:41,720 that would 204 00:16:41,720 --> 00:16:48,240 Not work with the symmetrical UVs, and you would need to separate that part and UV map it separately 205 00:16:48,240 --> 00:16:51,720 This is a little bit out of the scope right now. We don't need to do that 206 00:16:51,720 --> 00:16:56,760 I just wanted to mention if you model something in the future or if you're working on your own character 207 00:16:56,760 --> 00:17:00,560 And you end up with the symmetrical UVs with the apply mirror modifier 208 00:17:00,560 --> 00:17:06,360 You know what happened and what you need to do in order to fix it. So let me just press ctrl 209 00:17:08,960 --> 00:17:15,080 Z to go back a few steps we can go in the edit mode check it out. Everything looks fine 210 00:17:15,800 --> 00:17:21,840 So this is unwrapped and one more thing to mention when you do unwrapping you can expand 211 00:17:22,040 --> 00:17:27,100 These options right here and increase the margin for the islands. You will see what this does 212 00:17:27,760 --> 00:17:28,800 basically 213 00:17:28,800 --> 00:17:32,520 That means how much of a space you want between 214 00:17:33,200 --> 00:17:36,480 Those islands I can leave it as a default value here 215 00:17:36,840 --> 00:17:43,040 So this is the UV mapping of the body we can tab out and enable the subdivision back again 216 00:17:43,360 --> 00:17:45,920 Let me save the file don't forget to do that 217 00:17:45,920 --> 00:17:50,280 and now I will hit the slash key on the numpad to exit the local view and 218 00:17:50,540 --> 00:17:56,960 The next thing we want to unwrap are the feathers because they will be painted too a little bit 219 00:17:56,960 --> 00:18:01,960 So let me just select one of these feathers doesn't really matter which one because there are linked duplicates 220 00:18:01,960 --> 00:18:05,440 And now I will go into the edit mode. So tab in and 221 00:18:06,080 --> 00:18:08,680 You will see some kind of mess like this 222 00:18:09,200 --> 00:18:14,600 Only thing you need to do is to press U and unwrap since this is a very simple object 223 00:18:14,600 --> 00:18:21,280 There is not much of a curvature happening there. There's no complexity. This is a planar object 224 00:18:21,320 --> 00:18:28,200 So you will just get something like this in your UV view and that's completely okay 225 00:18:28,840 --> 00:18:32,800 Satisfied with this. So let's save again tab out and for the mask 226 00:18:33,360 --> 00:18:35,880 This is not longer a symmetrical object 227 00:18:35,880 --> 00:18:42,080 We apply the mirror modifier before when we need to create these dents and stuff like that and for the mask 228 00:18:42,680 --> 00:18:49,400 It doesn't really matter to me whether these islands are connected or not connected 229 00:18:49,400 --> 00:18:53,040 This is more of a boxy object. Not that organic as a body 230 00:18:53,320 --> 00:18:55,600 So here to save a little bit of the time 231 00:18:55,600 --> 00:19:01,520 I will just go into the edit mode select all press U and choose smart UV project 232 00:19:01,760 --> 00:19:04,000 Okay, and this is what we get 233 00:19:04,000 --> 00:19:10,480 I'm totally okay with this, even though the side parts are separated from the front face 234 00:19:10,560 --> 00:19:15,120 So if we maybe paint over this edge 235 00:19:15,640 --> 00:19:18,280 We would see the seam there or something like that 236 00:19:19,040 --> 00:19:20,120 but 237 00:19:20,120 --> 00:19:22,120 It doesn't really matter to me right now 238 00:19:22,640 --> 00:19:26,720 If you want this to be perfect, you can of course follow the techniques 239 00:19:26,720 --> 00:19:31,140 I've shown you for the body and unwrap this mask yourself manually 240 00:19:31,680 --> 00:19:37,880 Or you can take it as a little bit of a exercise yourself if you're able to create a nice UV maps 241 00:19:38,440 --> 00:19:40,840 from some kind of objects using manual 242 00:19:41,400 --> 00:19:43,400 seam marks and 243 00:19:43,400 --> 00:19:48,720 Unwrapping like that. So whatever works for you, and I will now just tab out 244 00:19:49,560 --> 00:19:54,560 Save the project and I will switch back to the layout view. So this is our 245 00:19:55,080 --> 00:20:00,140 So this is our fully modeled shaman model UV unwrapped ready for painting 23745

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