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UV unwrapping is like cutting your clothes into pieces
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and then arranging them
like a neat little puzzle.
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So we can apply 2D texture maps
to our 3D model.
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If you follow the Marvelous Designer workflow,
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you already have the UVs for the soft parts.
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The only issue you would need to pay
attention to is the thickness.
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Because we added additional faces
either by extruding the border edges
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or by adding a solidify modifier,
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this extra geometry is not unwrapped yet
and fills zero space in our UV layout.
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This would result in ugly,
stretched textures on these parts.
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So if we want those areas to look more realistic,
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we need to unwrap the borders.
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You can either select those faces,
unwrap them,
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and arrange them in the UV layout.
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Or you can just scrap the complete UVs
from Marvelous and start again.
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I will unwrap all clothes items from scratch.
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Blender offers a number of different tools
for UV unwrapping.
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You can use an automated process using
the "Smart UV Project" option for example,
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or for some parts
"Project from View" might be very useful.
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I will not go into detail
into all those different options.
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Feel free to experiment
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and find the option that works
best for your specific model.
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I find that working with seams at "Unwrap"
usually gives the cleanest results
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for texturing and avoiding ugly UV seams.
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The principle of unwrapping
is quite simple.
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Select the edges where you want
to cut your mesh, mark them as seams.
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Then select the whole mesh
part and choose "Unwrap".
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Then arrange the pieces in the UV space.
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You can use all the transform shortcuts
in the UV window to scale, rotate
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and move your geometry.
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Try to make cuts at places
where the seam will not be too obvious.
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If the unwrap is not nice, add
additional seams and unwrap again.
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As for most operations in Blender,
there are a couple of useful add-ons
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for this process as well, such as
Magic UV, UV Squares or TexTools.
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Blender is so rich
with hundreds of cool add-ons,
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that allow you
to be more efficient in your workflow.
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Whichever way you prefer to work,
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the main point is,
that at the end of this process,
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all your clothes items are unwrapped
and nicely arranged in the UV layout.
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After unwrapping all meshes,
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I end up with seven UV tiles.
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1001 has the vest and arm wraps UVs,
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1002 the pants and stockings, and so on...
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This UV layout does not have to be final.
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Sometimes you will notice
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some UV stretching or some artifacts
in your textures in Substance Painter.
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You can then go back any time,
adjust the UVs and iterate between
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working on the UV layout and checking
the texture result in Substance Painter.
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All right. Now that we have all our UVs,
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let's talk about optimizing the meshes
and materials for texturing.
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I usually follow the branching
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and condensing principle
when it comes to materials.
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For texturing,
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I want as many materials as necessary
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to be able to assign different textures
and effects to different parts of the mesh.
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For example,
let's look at the accessories.
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We have belts
which will have a leather material.
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We have metal parts,
some of which I want to look like damaged iron,
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others more shiny.
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The helmet, for example, has metal, horn and leather parts.
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So for an easier texturing process,
I assign a different material
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to all the parts
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that I would want to treat as a separate
object in Substance Painter.
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Then after the texturing process is done,
we can condense the number of materials.
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Sometimes it is even sufficient
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to have only one single material
for the whole outfit,
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when we export it to Unreal Engine.
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While poly count is not
a major performance factor for Unreal,
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the number of materials and textures
can really have an impact on performance.
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So the less draw calls you generate
with your materials, the better.
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And it is, of course, also much easier
to set up your materials in the engine,
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if you don't have 25 unique
materials to deal with.
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To have just a few material instances
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to control the look of your clothes
will make your life a lot easier.
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So let's go through all the meshes,
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select the parts we want to texture
separately, create a new material,
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and assign it.
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Next,
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let's see how many meshes we do
want to have.
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You can export the whole outfit
as one single object and use appropriate
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baking settings in Substance Painter,
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to avoid bleeding effects and ambient
occlusion in overlapping clothes items.
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But you can also separate the outfit
into a few objects.
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For example, I know that
I will use the high poly Marvelous mesh
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to bake the folds
and top stitches to the low poly mesh.
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But for all the accessories parts,
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that I modeled in Blender,
there is no high poly version.
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So I will just use
the low poly mesh for baking.
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I will also split the clothes
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into three objects: the pants, the cape
and the rest of the outfit.
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All right.
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This is what I have now
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at the end of this process:
4 separate meshes with a total of 23 materials.
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The next chapter is optional,
where I will just quickly
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go through my texturing process.
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Feel free to pause the course here
and do your texturing magic on your own outfit.
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