[#32] Blender 3.0 Character Modeling Tutorial - UV Mapping 03 [2022]

  Рет қаралды 8,758

Daniel Kreuter

Daniel Kreuter

Күн бұрын

If you are planning to work along, why not join our discord server where you can share your progress and ask questions! / discord
Follow me on Twitter: / dani_kreuter
Thanks to my brother for creating the opening and ending music :D
Leave some nice comments for him if you liked it!

Пікірлер: 13
@tsuntsuntidbits
@tsuntsuntidbits 5 ай бұрын
If you're here in 2024, the UV packing in blender has gotten much better and you don't have to buy any addons. After you apply scale to everything, make sure to click on UV in UV Editing and click Average Island Scales first, and then click Pack Islands. In Pack Islands, enable merge overlapping to ensure the stacked UVs stay together. Also make sure that all your unwrapped UVs aren't overlapping with each other after the Average Island Scales because that'll interfere with packing. you can try different settings to get your optimal UV package.
@大花-t5j
@大花-t5j 5 ай бұрын
thank you!
@anchoredharbour711
@anchoredharbour711 4 ай бұрын
if not for this comment, i had already convinced myself that following the series was a lost cause. tysm
@Tayfalool1
@Tayfalool1 2 жыл бұрын
There is an ad-on called UV Packer that is completely free, which is an alternative to the Add-on that Daniel uses. The only downside is you cannot unwrap stacked UV's like fingers and small buttons on the right leg. My solution for that problem was to unwrap everything except the stacked UV's and later fir them in to the spaces I found. Hope this helps.
@Uncooked_Kod
@Uncooked_Kod Жыл бұрын
There's another free addon called Texel Density Checker that makes the texel density consistent. First use Texel Density Checker to accurately resize all of the UVs except for the stacked UVs, then use UV Packer to pack all the non stacked ones. Finally, scale the stacked UVs down so the texel density is consistent and pace then in an open spot. They should be small enough to fit in.
@donalds22
@donalds22 2 жыл бұрын
Sorry to comment on so many videos, but I personally love the insights in to additional tools that you use, it helps give a much more complete picture of actual workflows in the industry. I'd hate you to force every process in Blender if it's not convenient. No one tool can do absoutely everything perfectly, so it's good you're highlighting the deficiencies and providing information on alternatives. In my opinion at least.
@henkie2124
@henkie2124 Жыл бұрын
Just a suggestion but it wouldn't be a bad idea to go over the requirements (e.g. drawing tablet and this program) to complete this tutorial in the first video of this series just so ppl know what to expect. Also there are other add-ons out there that will work for this and that are completely free. Keep in mind not all beginners learning blender are fine with spending a lot of money on it right away since they don't know yet if they're going to stick with the program.
@Adrimixmi
@Adrimixmi 2 жыл бұрын
UVPackmaster 2 has been updated to UVPackmaster 3 and is now at least 44$
@SoujiMonaru
@SoujiMonaru 2 жыл бұрын
Personally, I just make the UVs myself and tweak them manually. Just my nature, I guess. I like to have things done a certain way, but if someone else wants to do it a different way, that's their choice. Anyway, good like usual!
@Reda-Ou
@Reda-Ou 2 жыл бұрын
That addon looks awesome but don't you generally want the face to have a higher texture density?
@DanielKreuter
@DanielKreuter 2 жыл бұрын
I take a slightly unusual approach to the face in the upcoming parts. The face elements will not use this texture. They will be created with a different geometry that is layered on top that has its own UVs and textures.
@Reda-Ou
@Reda-Ou 2 жыл бұрын
@@DanielKreuter Oh yes I suppose the head geometry is quite sparse and doesn't have a mouth/eyes etc (yet). So will you be using a sprite sheet for this one?
@DanielKreuter
@DanielKreuter 2 жыл бұрын
@@Reda-Ou Eventually yes! That is the idea. But unfortunately I do not cover much of it in this series. It was not as easy as I thought so I left it for an upcoming rigging series.
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