I love how you inform us about what is coming - AND - how Blender functions both in context of history and usability. Thank you!
@dunravin2 ай бұрын
Agreed. Christopher really gets into the technical nitty gritty. Invaluable educator.
@zedglos48832 ай бұрын
The old UVs in example 2 look like they're flipping me off, and that just feels so accurate lol
@christopher3d4752 ай бұрын
Yeah, ha, I didn't want to mention it...
@krysidian2 ай бұрын
That importance weights features is gonna be so useful! Will allow me to reduce the amound of UV sculpting I have to do as well. So glad this got implemented natively in time
@Candle_Jack90XX2 ай бұрын
Oh, yeah. It looks amazing, especially for faces, fingers, and toes. I can't wait to use this version of Blender.😍
@kes09913 күн бұрын
Outstanding! Yes, all of your sample models showed such a huge improvement using the Minimum Stretch algorithm! And thank you Chris for showing us the trick with weight painting at the end... definitely one of those Blender features where it is so much easier to be shown how to do it!
@smortonmedia2 ай бұрын
Wow I learned more about UV unwrapping in this tutorial than I ever have before, ever, period... lol
@TamerBayouq2 ай бұрын
So good. Looks like it will make UV unwrapping less painful.
@LacklusterFilms2 ай бұрын
You are by far my favorite blender KZbin channel, thanks for the videos!
@shrigurnalkar2 ай бұрын
WOW....This is the best update for the texturing
@barchuk4222 ай бұрын
the ear example is mindblowing i can finally do a horrible job creating uv seams
@fadepanther62242 ай бұрын
I... I'm a child. When the hand was UV unwarpped the first time I spent a good few minutes laughing at the idea that the Algorithm for conform was making the middle finger of both sides of the hand the largest. I learned a lot from this, and honestly I'm a lot more excited for the 4.3 to come out now.
@Buliwyf71Ай бұрын
Awesome, thanks for showing what's new and how it works. Great video, keep it up.
@FancyFun34332 ай бұрын
The amount of rich information that this video provides is outstanding 🙏🙏🙏
@therealmattbixler2 ай бұрын
I'm really inexperienced with UV mapping, but I've been eyeballing it for a while with an interest in eventually spending some time learning to some by-hand texture painting on meshes. That vertex weights method feels so naturalistic and so approachable for someone coming to this from a more traditional artist's perspective. This video might have actually gotten me the motivation I need to decide to sit down and learn this properly once 4.3's release drops.
@christopher3d4752 ай бұрын
I'm thinking of doing some specific UV mapping videos. Blender's UV mapping system is a bit archaic to learn unfortunately. So I might do some on it.
@rapido532 ай бұрын
This guy is an expert, no doubt.
@PASHKULI2 ай бұрын
Thank you for doing those tutorial videos, right to the point, spot on!
@Beryesa.Ай бұрын
Loved the presentation style!
@Auzurialprints2 ай бұрын
I love this development but its also good to remember for anyone who is newer to any kind of 3d software. That when dealing with uv's, while having a uniform unwrap can be so incredibly nice, you dont have to call it good there. Dedicating the resolution to areas of interest is extremely powerful. An example could be the ear. The inside of the canal may hardly ever be in shot of a camera. You can use the resolution of your uv on the more prominant parts that are going to be seen more often. What makes me excited about the minimum stretch is having a baseling to start with. I have always seen uv mapping like sewing. Just with the ability to stretch and still conform to my subject.
@Butterbilk2 ай бұрын
Thanks for the breakdown Chris! This looks to be an excellent new unwrapper for organic shapes in particular. In the future, I’d suggest using the the “UV Stretch” overlay along with your checker to directly visualize how well each algorithm is handling angle/area stretching of the faces. I’ve always got that enabled when working with UVs. Cheers!
@christopher3d4752 ай бұрын
Ah that's a great tip. I didn't know about that option.
@polybomb19782 ай бұрын
I just learned about 30 things in this video. thank you so much!
@resonate98152 ай бұрын
YES!!!! I have been asking for this feature for a decade
@some_rando_adventurer2 ай бұрын
this is great!! How did I not know that this was even an option, to fix distortions and I would break up the UVs into more islands creating more seams. This will definitly help me.
@christopher3d4752 ай бұрын
Well, it was kind of buried in the release notes for 4.3. Apparently this feature development started back in 2.79, and was never completed, until now.
@NotSoMuchFrankly2 ай бұрын
@@christopher3d475 Hit it out of the park again. I love how your tutorials are kind of deep dives and yet to-the-point. Your clarity and pacing are unmatched. AND you look ahead at beta which is something I get burned trying to do b/c I learn nothing with trial and error. TQ! You, sir, are a gift!
@NorthstriderGaming2 ай бұрын
Thank you for this video. This was well done, has shown all options in comparison and it was professionally moderated.
@saad72602 ай бұрын
you are the best christopher, we can't thank you enough for your hard work
@ybenax2 ай бұрын
Your content is amazing. I'm glad I discovered this channel today; instantly subscribed. Keep going with the great job!
@theftking2 ай бұрын
Great video - I learned a lot about the different unwrapping algorithms. However, come Blender 4.3, why would one use anything other than minimal stretch?
@christopher3d4752 ай бұрын
Because each algorithm may work better or worse depending on a given mesh. LSCM and Angle work better with pinning verts and re-unwrapping to alter the original than this new minimal routine. So it's smart for them to keep all 3 for people to determine which may work best for their model or situation.
@Flo18PSG2 ай бұрын
Man you have some great tutorials. And this one is one of them ! Really well explained with some examples. Just perfect ! 👌👏 Really cool trick for UV unwrapping 🔥
@ChristophWerner2 ай бұрын
Another great explanation, Christopher. Thank you for this!
@fabbrobbaf2 ай бұрын
The Conformal-UV-unwrap of the hand made me laugh way too much. Anyway your videos are alway super interesting and the vertex group trick is magic!
@jorgebernier5d2 ай бұрын
This is excellent :O. I can't wait to start using it on my characters. Thanks for sharing. Great video.
@LeopoldBaranowska-q5d2 ай бұрын
Great demo, I learnt alot! Thank you.
@andersonleonel22372 ай бұрын
So useful man, thaks a lot! One of the best tools....
@virtualmind93412 ай бұрын
I'm still on 3.6 LTS and haven't really had any reason to upgrade until now. This looks really amazing. I may take the risk and hop off LTS to have this.
@christopher3d4752 ай бұрын
A lot of good things in 4.0+
@gordon79362 ай бұрын
I think first steps in this direction where made long time ago but nobody cared to actually take and implement it in blender. There're also so many great addons, really necessary to work on professional projects, that should have been merged with blender but nobody cares. I just hope this is as good as zbrush unwrapper as I had to always unwrap there. Great video.
@christopher3d4752 ай бұрын
The development for this new feature actually began back in 2.79, and was then shelved for a long time. But I agree, there are a lot of things I'd like the see happen with Blender's UV mapper, it's a bit too convoluted at times for my taste.
@pierrerasamoela47612 ай бұрын
mindblowing ! thank you so much!
@AArmstrongC2 ай бұрын
This is greaaat! thanks Chris! :)
@brandonhernandez11112 ай бұрын
Hell yeah, I’m excited for what’s coming
@Ss1-u9n2 ай бұрын
That was very useful and awsome, thank you so much!!!
@Sanndman5552 ай бұрын
Thanks a lot for the video! One of the most common issues i have with Blender's UV system is the little distortion i get when using angle based unwrapping but now surely i will be only using minimal stretch unwrapping more often
@robm5092 ай бұрын
I’ve been waiting for this feature in Blender for so many years!
@arttilt2 ай бұрын
Excellent update. Thank you for sharing.
@josephbrandenburg43732 ай бұрын
Hooray! New UV unwrapping tools!! 🎉🥳
@CrazyPlanetSick2 ай бұрын
Great tutorial! Thanks!
@gabrielmoro3d2 ай бұрын
This is fantastic progress!
@andreheynes46462 ай бұрын
Excellent video as usual, and done at a great pace for beginners like me
@ShadeAKAhayate2 ай бұрын
That last part is damn magic.
@Fessoid2 ай бұрын
Спасибо, познавательно. Всё больше хочу окунуться в мир 3d
@apathypeace2 ай бұрын
impressive, cant wait to test some projects for myself
@ellopropello2 ай бұрын
funny how the unwrapped hand just gave you the middle finger :) thank you for your great videos
@NotSoMuchFrankly2 ай бұрын
It was giving *_US_* the middle finger.
@FacundoComix2 ай бұрын
Great video, thanks!
@stoinercraft63892 ай бұрын
this video is sooo good
@zeeyannosse2 ай бұрын
Thank you very much !
@silvarightАй бұрын
Super helpful!
@h-unte-r_2 ай бұрын
wow thanks for explain😀👍👍👍 that what we need. 💥
@nanayawbriefo2 ай бұрын
The old one literally feels like meh! I have a workaorund but this is one update I have been looking for, and it's finally here.
@EternoAprendizBlender2 ай бұрын
Its a great improvement ! Thanks for sharing ! It would be nice to see a video of how the different UV smooth methods in subdivision modifier affect the UV
@christopher3d4752 ай бұрын
I didn't cover that option because the effect is small and I wanted to keep the video from being too long. But it's easy to see how the option affects the unwrap, easy to test.
@LudaneRua2 ай бұрын
these are amazing news!, UV unwrapping is such a pain xd
@Ruuubick2 ай бұрын
FYI for others, you can flip through those unwrapping modes in the contextual menu that pops up when using the function without having to unwrapping again 👍
@JesseJuup2 ай бұрын
Great video! Thank you very much.
@taids2 ай бұрын
Excellent, thank you
@felipecouto97262 ай бұрын
Wow. Excellent video!!
@artbyderby2 ай бұрын
thanks for the theory lesson my college never even fkn focused, i swear ive learned more on youtube
@Coolae4502 ай бұрын
Yay now godot and blender are on the same version
@venacava78972 ай бұрын
4:10 - didn't know a UV map could flip me off but it happened💀
@MrJdeffp0072 ай бұрын
thank you for your review of mapping UV options within blender. Projection techniques need also to adapt to tessellation when dealing with super high resolution or adaptive tessellation models. L.O>D. tessellation mapping needs tools that operate similar to a hull over top of complex irregular shapes. I find that more development is needed in learning to unwrap extremely complex shapes that are very tedious to overcome by hand. Any thoughts?
@digitalmc2 ай бұрын
Thats awesome. I really want them to add more Loop Tools functions to UV tools though. Especially spacing vertices evenly along a curve without changing the curve shape. G-slide too. Stuff like that.
@christopher3d4752 ай бұрын
I was just opining for a distribute function in the UV mapper today.
@superkaboose10662 ай бұрын
Welp, looks like I'm moving to 4.3 asap, that's massive! Too bad plugins can take a while to move over too, perfect showcase.
@hectorbacchus2 ай бұрын
Nice video. 👍
@nikko3d2 ай бұрын
great!, thanks
@YounesSS-p8v2 ай бұрын
this is big !! do you have any information about when simulations going to be improved ?
@Lucidus_V2 ай бұрын
Wow, that is huge!
@VortexArtLab2 ай бұрын
Wow! Amazing! A very necessary thing, thanks for the explanation. Is there any reason at all for the conformal method to remain in future versions of the program, given its obvious shortcomings?
@christopher3d4752 ай бұрын
I think it's smart to keep each algorithm. They each behave in sort of unique ways with any given data set. There are some situations I found where Conformal and Angle Based produced better results than Minimum Stretch. One scenario where this is the case has to do with pinning points, this new algorithm doesn't seem to work as well with pinning. So options are good to have in this case.
@Ayu962 ай бұрын
it works really well (better than angle based) for cube-like objects or hard surface in general, in my experience
@luispompa8272 ай бұрын
Great
@kenziemac1302 ай бұрын
This solves sooo much pain
@proudsnail14172 ай бұрын
I need this!
@pragashtrincomalee9342 ай бұрын
useful thank you
@KaranKumar-v6t2z2 ай бұрын
Nice update thank you for the information. Does 4.2 has importance weights ?
@FarukAhmet2 ай бұрын
I thank God every day that my job (usually) doesn't involve UV unwrapping 🙏🏻
@blamejaneАй бұрын
Just subscribed, new blender user here (formerly modo) awesome tutorial. Wanted to ask if you could share the chess scene or possibly your wood material. Best I've seen!!
@christopher3d475Ай бұрын
Yes, I've also been a past Modo user. Yeah, I could share it if you want. Just let me know where to send it.
@CinemaAnimation14022 ай бұрын
ممنون، خیلی خوبه : )
@sylwesterwielanekАй бұрын
AMAZING
@GaryAus2 ай бұрын
This should be the default next time, would be awesome 👍
@Jonah_Anthony2 ай бұрын
The result at 4:10 made me laugh my ass off
@Agent_6039Ай бұрын
Great video! Was wondering if you accept requests to cover topics, If yes could you please make one on the data transfer modifier going in depth ? Your other videos using it were very useful as introductions.
@la_tua_amica_libertaria2 ай бұрын
Off topic: I saw your comment under another video about Retopoflow, where you mentioned an algorithm which subdivides trianlges into triangles, which makes a lot of sense. I wonder if you could maybe make a video in the future about this topic? If I ask myself why I avoid triangles, one of the reason is because they would subdivide into quads and screw up the topology. If they would subdivide into triangles, it would remove at least one reason why we fear triangles in our topology. Why is nobody talking about it? I think this topic should be more popular.
@christopher3d4752 ай бұрын
I'll take a look at doing some examples.
@christopher3d4752 ай бұрын
Here's a quick example I just did. You can see in the top image, the topology of the subdivided geometry flows better. The cage triangles are subdivided into triangles that are otherwise integrated into a standard quad-based subdivision. The bottom is standard Catmull-Clark and it creates a kind of nasty pole in the middle of the subdivision. drive.google.com/file/d/18MOlGcPbhbpQCbRJRJg4jxEtPKoDj94X/view?usp=sharing
@camerbot2 ай бұрын
wow i didnt know that this actually shipped in blender after being stuck for so many years!
@christopher3d4752 ай бұрын
Its development started back in 2.79 apparently, and then it got mothballed only to be resurrected for 4.3.
@C-CW2 ай бұрын
It's like "Holy shit...." at the end
@s.fartash4244Ай бұрын
>_ That was amazing ..
@Optimus972 ай бұрын
Can you take a look at 4.3's new volume scattering phase functions? When you have the time, of course.
@christopher3d4752 ай бұрын
I did a quick look at them, at first glance they seemed kind of esoteric in terms of the difference each one made.
@criminalbotanist2 ай бұрын
Yeahh this is what i like. Is this the superior go-to method for curved surfaces now? Does it have any downsides?
@christopher3d4752 ай бұрын
It doesn't always work as well with pinned points as the other method I've found.
@tiranito3715Ай бұрын
yes cool how do I get the old one again? or rather, what option is the equivalent of the old "unwrap" button?
@NilsLeideck2 ай бұрын
Why do I then need the older UV methods anymore?
@christopher3d4752 ай бұрын
Because sometimes Conformal or Angle Based might still work better. It's smart to leave those other methods in place.
@Inwardcrowd22102 ай бұрын
is there a way to add this for the 4.2 ? T -T
@BrentonWoods7742 ай бұрын
I'm still waiting for an AI that will do this step for me, flawlessly :D
@sergioajbs18402 ай бұрын
holy, is this already out?
@christopher3d4752 ай бұрын
4.3 is supposed to be released next month, so about a month away.
@sergioajbs18402 ай бұрын
@@christopher3d475 great
@GAMERRAZUMNO2 ай бұрын
The real question is - is this new method works better than RizomUV one or worse?
@bodstor2 ай бұрын
I think not. Because this method was made by the developer of the addon UVPackmaster, and RizomUV is a separate program made by more than one or two people
@marsmotion2 ай бұрын
Why isn't it in 4.2 lts
@sebbosebbo97942 ай бұрын
its in 4.3. BETA .... so its now ready & open for testing ...
@aegisgfx2 ай бұрын
Can anyone tell me why we are not using AI for things like UV mapping and retopo???
@lucdina51182 ай бұрын
Why didn’t they keep the best part and depreciate the old one
@christopher3d4752 ай бұрын
Because the other unwrapping routines still might work better for some objects. It's best to leave them there as options.
@lucdina51182 ай бұрын
@@christopher3d475 thanks for your reply 😊
@FlickerJab2 ай бұрын
Maya and 3Ds Max, count your days!! 😂😂
@phalhappy86122 ай бұрын
can you compare Volkan and OpenGL? what are the area of focus that Volkan bring to the table?
@christopher3d4752 ай бұрын
I'm on MacOS which uses Metal backend, so I don't have a way of testing Vulkan. It's being implemented as a replacement for OpenGL and is still in testing.