Blender Beginners UV Unwrapping Tutorial


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Blender tutorial about how to UV unwrap in Blender, so that you can texture your model.
Download the model: https://drive.google.com/open?id=0B8PFSrI9B3iwanNtYWp3eFU4V28
Texture: https://www.poliigon.com/texture/2425/metalness

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39 responses to “Blender Beginners UV Unwrapping Tutorial”

  1. Hello Blender Guru community!!
    I am new to this but I am trying to make a HUGE building. I have some questions that I would be really in debt if you guys could help me.

    So, I have already modeled everything (It was an eternity) and now I want to go for the photorealism! Here goes the list of my issues:

    1- Separate the Inside Walls from the Outside Walls to create different texture for each. (in order to make the outside rough stone walls and inside a nice smooth white painted walls)
    2- Avoid the Repetitive Texture Patterns. ( I cannot run away from this issue working with "normal textures" as with the PBR textures. It always goes like an ugly repetitive pattern.
    3- Be able to create a Blend (stack organically) 2 or More textures (if possible, PBR textures) to the same wall to create a more realistic result. This comes because the Large Crude Cement modern buildings feel really fake because of the repetitive patterns.
    4- Be able to have good resolution in the textures! This is an issue because not putting the UV meshes overlaid, the mesh occupies little space, so, huge pixels and really ugly and disappointing result… Should I make an UV mesh and Texture to Every different face of the building? If so, how would be the management of the different textures and materials and so on?

    I've looked for this answers online, but I could not get them in any forum. The question might be the wrong ones, but please, help me find the right path!

  2. Maya is better in that you don't have to slice everything. you relax UVs with relax tool, and another tool. It moves the UVs around like you move pie dough on a pastry board around, you want pie dough uniform thickness, so you move it around, you want UVs evenly distributed and not stretched areas of mesh, so you relax the map by redistributing the UVs around. Too many seams are bad for render speed, especially in a game it gets glitchy.

  3. You can erase seams by using the texture paint method using the "smear brush" or "soften brush". Click on the brush picture in the texture paint tools tab (t). Seams to work for me 🙂
    I placed a light close to the seam, rendered it from up close and couldn't see the seam.
    You can even clone bits of the texture with the clone brush; right click to clone, left click to plonk the cloned area on the seam to break it up.

  4. hi there, I have a question if you're still answering them. I have a very high polly mesh that I've tried to seam (I'm very new to normals and texturing so bare with me here.) I've tried to place seams on it but I've ran into an issue every time I try to unrap it. it'll come out into a massive amount of parts regardless if I've only seamed a few. None of the seams were connected to make multiple parts but regardless it does this anyway. any tips or ways I can solve this problem? Thanks for your time mate.
    (also amazing video, you do a fantastic job in explanation.)

  5. okay mr smart, how will you UNWRAP model if he have 10000000000000000 FACES HM ?, its imposible! so blender is stupid, cuz you cant even make subdivison surfece to get textures later, cuz EVEN if i DO "MARK SEEMS" if model has 100000000000000 faces, you will got UVMAP with bilion, tons of just black "."."." (DOTS) and 3 years later pulling just that DOTS you didnt finish nothing with textures, so shit !

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