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These are the user uploaded subtitles that are being translated: 1 00:00:04,864 --> 00:00:06,144 Ok so 2 00:00:06,400 --> 00:00:07,168 We have it 3 00:00:07,424 --> 00:00:10,496 Finished up our high-resolution surface 4 00:00:10,752 --> 00:00:12,032 Detail sculpting 5 00:00:12,288 --> 00:00:15,104 On are falling blockmesh here 6 00:00:15,616 --> 00:00:20,480 Sell the next step we wanna talk about it how to transfer this detail 7 00:00:20,992 --> 00:00:26,368 From our high-resolution scopes to our game ready optimised 8 00:00:26,880 --> 00:00:28,160 Low poly 9 00:00:28,672 --> 00:00:29,696 Mash 10 00:00:31,744 --> 00:00:37,888 The first step that we need to perform in order to transfer the details onto our 11 00:00:38,144 --> 00:00:40,448 Resolution mash that we created 12 00:00:40,704 --> 00:00:43,008 The every topology process 13 00:00:43,264 --> 00:00:47,360 The first step that we need to do is to UV unwrap this tomorrow 14 00:00:47,872 --> 00:00:54,016 Now we talk a little bit about uvs when we did the art I'll set pieces how 15 00:00:54,272 --> 00:00:57,600 We didn't have to do any UV and wrapping because 16 00:00:58,368 --> 00:01:01,421 By default my new mesh primitive you add 17 00:01:01,423 --> 00:01:03,771 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 18 00:01:03,772 --> 00:01:07,584 To your seen such as a plane which was the basis for our tiles 19 00:01:09,376 --> 00:01:15,264 Any new message coming if you add will automatically have uvs already assigned to 20 00:01:15,520 --> 00:01:17,824 Because they're fairly is simple object so 21 00:01:18,592 --> 00:01:23,968 I've just added this plane to my seen when I look at the movies of this plane 22 00:01:24,224 --> 00:01:28,320 We can see that it is fully unwrapped across the 021 UV Space 23 00:01:29,088 --> 00:01:32,928 Now that is all well and good for primitive but for 24 00:01:33,440 --> 00:01:35,488 More complex forms 25 00:01:35,744 --> 00:01:37,792 Such as our peace here 26 00:01:38,304 --> 00:01:41,888 We need to manually assign the uvs 27 00:01:43,424 --> 00:01:49,568 So I'm going to come into my modifiers tab here in here you can see that this is the peace 28 00:01:49,824 --> 00:01:51,360 Play Skepta directly on 29 00:01:51,616 --> 00:01:57,760 Because it has the multi trays modifier here so this is the highest level of detail we have 30 00:01:59,808 --> 00:02:03,904 Now luckily because we used it multi resmar fire 31 00:02:04,160 --> 00:02:08,512 The low poly information is still retained on this model 32 00:02:10,048 --> 00:02:13,632 Are we have to do here is we're going to change the 33 00:02:13,888 --> 00:02:15,680 If you need the viewport 34 00:02:15,936 --> 00:02:17,984 From 6 to 0 35 00:02:18,240 --> 00:02:20,032 To look at the lowest 36 00:02:20,288 --> 00:02:22,848 Level of subdivision for this piece 37 00:02:23,360 --> 00:02:27,968 This is actually the level of detail we are going to be bringing into the game 38 00:02:28,480 --> 00:02:32,832 But we need to just like we did for the tail says that we need to bake a normal map 39 00:02:33,344 --> 00:02:36,928 Order to transfer those high-resolution details 40 00:02:37,696 --> 00:02:41,280 However if I were to tab to come into elementalist please 41 00:02:42,560 --> 00:02:44,864 Press on my keyboard to select all 42 00:02:45,376 --> 00:02:51,520 You can see the the uvs here are not quite right and any baking we do any normal Matt Baker 43 00:02:51,776 --> 00:02:53,312 Ambient occlusion baking 44 00:02:53,824 --> 00:02:58,176 Will not appear correctly because we do not have her uvs properly setup 45 00:02:59,712 --> 00:03:01,760 When dealing with a more complex form 46 00:03:02,272 --> 00:03:06,368 You need to manually tell blender or whatever program you were using 47 00:03:06,880 --> 00:03:08,928 Where you want to make cut 48 00:03:09,184 --> 00:03:10,464 Into your uvs 49 00:03:10,976 --> 00:03:14,816 So these cats are called seems appropriately enough because 50 00:03:15,584 --> 00:03:19,424 When you wear them they will be separated on the Edge 51 00:03:20,448 --> 00:03:26,592 Where are you assigned seems so typically you want to assign seems in areas of 52 00:03:26,848 --> 00:03:28,896 Crevices or sharp Engels 53 00:03:29,408 --> 00:03:35,552 And you also want to hide them for the most part from the viewer because there is a small chair 54 00:03:36,576 --> 00:03:38,624 Texture applied 55 00:03:38,880 --> 00:03:43,232 If there is a seam going across like the centre of the face for example 56 00:03:43,488 --> 00:03:47,840 There is a small change that it will be visible once the text you're so replied so 57 00:03:48,608 --> 00:03:51,936 Where and how many seems to places sorted 58 00:03:52,192 --> 00:03:54,240 Something you weren't with your experience 59 00:03:54,752 --> 00:03:59,872 But I'm just going to go ahead and show you how I would a rabbi model such as this one 60 00:04:00,640 --> 00:04:05,248 So the general rule for anything with a face is that you don't really want 61 00:04:05,760 --> 00:04:11,136 Too many scenes in the centre of the face because that is where the viewers Focus will be 62 00:04:11,648 --> 00:04:17,024 Sell for a piece like this I would typically try to put the scenes more towards the back of the head 63 00:04:19,327 --> 00:04:25,471 Let's just see what it looks like if I tried it on around this with no seems so to a raft 64 00:04:26,239 --> 00:04:30,335 Nash objects movies all you have to do is have her over the 3D viewport 65 00:04:30,847 --> 00:04:36,991 Important that you have what you wish to unwrap selected so I currently have everything selected 66 00:04:37,247 --> 00:04:42,879 Turn an entire message when I met you on a keyboard and just select and wrap 67 00:04:44,415 --> 00:04:45,951 So this is my unwrap resort 68 00:04:46,463 --> 00:04:49,791 In the left-hand side on the UV editing site 69 00:04:50,559 --> 00:04:51,071 And 70 00:04:51,327 --> 00:04:57,471 As you can see it is on really not ideal this is the entirety of the face here and it's sort of 71 00:04:57,727 --> 00:04:59,007 Stretch dun on Waze 72 00:05:00,287 --> 00:05:06,431 Because there are no seem so it's trying to unwrap a close object without any cousin it which 73 00:05:06,687 --> 00:05:08,223 Naturally possible to do 74 00:05:12,319 --> 00:05:15,391 So we can visualise the distortion here 75 00:05:15,647 --> 00:05:19,999 If you're not ever not sure about whether your wrap is good or not 76 00:05:20,767 --> 00:05:23,839 We can visualise the distortion here in a number of ways 77 00:05:24,095 --> 00:05:25,119 The first way 78 00:05:25,375 --> 00:05:30,239 Is to come over to the UV editing side when you're in the UV editing works 79 00:05:30,495 --> 00:05:31,007 Of course 80 00:05:31,519 --> 00:05:33,823 Come down to your 81 00:05:36,383 --> 00:05:38,175 Your viewport overlays here 82 00:05:38,943 --> 00:05:40,479 I'm just doing this 83 00:05:41,247 --> 00:05:45,855 Display stretched I display search Xbox right here 84 00:05:47,647 --> 00:05:53,791 What does will do is it will renew your TV Ireland in a solid colour and dark blue 85 00:05:54,047 --> 00:05:57,119 Have no straight away in here 86 00:05:57,375 --> 00:06:01,727 A few of these faces are not being destroyed at all as you can see from the dark blue 87 00:06:02,239 --> 00:06:04,799 The closer we move towards red 88 00:06:05,311 --> 00:06:10,175 I'm into that sort of yellow section the more distortion we have in our faces 89 00:06:12,223 --> 00:06:14,015 The other way too 90 00:06:14,271 --> 00:06:16,575 Visualise distortion is 2 91 00:06:16,831 --> 00:06:19,903 Put a grid on to your measure 92 00:06:20,415 --> 00:06:21,951 So the way that we were 93 00:06:22,207 --> 00:06:22,719 Do that 94 00:06:23,487 --> 00:06:25,023 Essentially you just come up 95 00:06:25,279 --> 00:06:28,607 Time to the UV editing site here in select new 96 00:06:29,631 --> 00:06:33,215 I'll give this image a title such as you 97 00:06:33,471 --> 00:06:33,983 Grid 98 00:06:35,263 --> 00:06:36,799 1024 99 00:06:37,055 --> 00:06:42,431 And important thing that you change is this generated type you might change it from blank to you vegan 100 00:06:43,199 --> 00:06:43,967 Looks like you're ok 101 00:06:45,247 --> 00:06:49,087 The texture that has been created is displayed right here on the left 102 00:06:50,367 --> 00:06:55,231 So this is why it is called a TV it is essentially JUST EAT checkerboard pattern 103 00:06:56,255 --> 00:06:59,583 That is laid flat in 021 UV Space 104 00:07:00,095 --> 00:07:00,607 Now 105 00:07:00,863 --> 00:07:05,727 How this is used for is wing you apply it to your mesh 106 00:07:06,495 --> 00:07:11,871 So I'm going to change my viewport shading to material preview by clicking this material icon here 107 00:07:12,383 --> 00:07:14,687 I'm going to come down into the material tab 108 00:07:15,711 --> 00:07:16,991 When I create a new material 109 00:07:18,527 --> 00:07:20,063 TV grid 110 00:07:22,623 --> 00:07:25,183 And for the base colour here 111 00:07:26,719 --> 00:07:30,047 We can change it from a solid white to 112 00:07:30,815 --> 00:07:31,839 In image texture 113 00:07:33,119 --> 00:07:34,143 And we cancel 114 00:07:34,399 --> 00:07:35,167 Are you eager 115 00:07:36,703 --> 00:07:42,847 So this is showing currently how this texture would be displayed on a model with it's currently 116 00:07:43,103 --> 00:07:43,871 As you can see 117 00:07:44,383 --> 00:07:47,711 It's an ass basically we can see 118 00:07:47,967 --> 00:07:51,295 Discern any sort of grid pattern and also we know 119 00:07:51,551 --> 00:07:54,879 Uvs are not gonna work for our purposes 120 00:07:56,927 --> 00:08:01,279 Where we would want to put the scenes on this 121 00:08:02,303 --> 00:08:07,679 Marking schemes for a match must be done at months loves just press tab to come and get it done first 122 00:08:09,471 --> 00:08:15,615 We can also you can leave that the display start if you want but I like to be able to see the background so I'm 123 00:08:15,871 --> 00:08:16,639 Disable 124 00:08:17,919 --> 00:08:22,015 So where I would put scenes in this is Focus 125 00:08:22,271 --> 00:08:24,575 The back and 126 00:08:24,831 --> 00:08:30,975 About seems as being relief cuts for stretching a flat in a door like wrapping paper 127 00:08:31,231 --> 00:08:31,999 Around your 128 00:08:33,023 --> 00:08:38,143 Object cell was just start by selecting Edge here I am in Edgware tomorrow 129 00:08:40,447 --> 00:08:42,239 Come over to 130 00:08:43,007 --> 00:08:49,151 This ad represents the start of my selection and Monica Mora to why won't my floating 131 00:08:49,407 --> 00:08:51,455 And which is down here on the news 132 00:08:52,479 --> 00:08:54,783 Turn off all control on the keyboard and click 133 00:08:55,551 --> 00:09:01,183 That will do it it will select the shortest path between those two selections so 134 00:09:01,439 --> 00:09:05,023 Look at my mother and said the shortest path between app 135 00:09:05,535 --> 00:09:09,375 Point is just this straight line and it's selected everything in between 136 00:09:09,887 --> 00:09:16,031 A selection made of several edges what you can do is in Edgware 137 00:09:17,311 --> 00:09:18,079 Right-click 138 00:09:21,151 --> 00:09:26,783 Now all this is done so far is it is highlighted ahead in red if we could go away from him 139 00:09:28,575 --> 00:09:34,719 We can see what it does if we select our message again and just so I think every 140 00:09:34,975 --> 00:09:35,999 Play some here my present 141 00:09:37,023 --> 00:09:39,327 Putting you on my keyboard insulating under 142 00:09:39,839 --> 00:09:42,655 Now you'll see we have a very different result here 143 00:09:42,911 --> 00:09:45,727 Based on justice simulator C Mobile 144 00:09:47,263 --> 00:09:51,871 What we're going to do is I'm going to go over this to show you how I would play themes on there 145 00:09:52,383 --> 00:09:57,247 Basically the goal of this is to get this chequerboard to display 146 00:09:57,503 --> 00:09:58,271 All it 147 00:09:58,783 --> 00:09:59,807 Chequers 148 00:10:00,345 --> 00:10:02,376 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 149 00:10:02,377 --> 00:10:02,879 Is relatively the same size and 150 00:10:03,135 --> 00:10:07,999 Not having a lot of distortion that we are seeing right now at the very large stickers in the front 151 00:10:08,255 --> 00:10:11,583 The very small ones in the back so we're just going to start adding 152 00:10:12,095 --> 00:10:12,607 Seems 153 00:10:12,863 --> 00:10:15,935 An unravelling until we get a more uniform result 154 00:10:16,191 --> 00:10:16,703 South 155 00:10:17,215 --> 00:10:18,751 I might like this face 156 00:10:19,263 --> 00:10:20,287 Come down here 157 00:10:23,359 --> 00:10:24,127 Man rabbit 158 00:10:24,383 --> 00:10:26,431 Already beginning left certina radio 159 00:10:31,551 --> 00:10:32,319 Maxine 160 00:10:34,367 --> 00:10:35,135 Alright 161 00:10:36,159 --> 00:10:38,975 So I think I want to separate the very bottom of this 162 00:10:39,743 --> 00:10:45,887 Salt and selective Edge to select everything then it can detect as an absolute so that 163 00:10:46,143 --> 00:10:47,679 Next dresses front piece right here 164 00:10:47,935 --> 00:10:48,959 A triangle 165 00:10:49,727 --> 00:10:50,495 Cell 166 00:10:51,007 --> 00:10:55,103 Just want to know when you're holding an old and make and so I think 167 00:10:56,127 --> 00:10:59,455 Only people have text to the nearest triangle 168 00:10:59,967 --> 00:11:03,551 It's looking for a quadrilateral faces that are 169 00:11:03,807 --> 00:11:05,343 Adjacent to each other 170 00:11:05,855 --> 00:11:07,391 We can just make this as a theme 171 00:11:08,415 --> 00:11:12,511 The other side and hold alt to select this next section 172 00:11:12,767 --> 00:11:13,535 Maxine 173 00:11:14,047 --> 00:11:15,839 I'm just going to do that all the way around 174 00:11:18,655 --> 00:11:23,519 Ok so let's see what this result looks like if we highlight everything in and rabbits 175 00:11:25,055 --> 00:11:31,199 Ok so I really will getting a lot less distortion so it's just continue until this is fully unwrap 176 00:11:37,343 --> 00:11:43,487 4 symmetrical measures such as this one I tried to keep the scene symmetrical as well 177 00:11:43,999 --> 00:11:47,327 Cell I just selected the sort of ring around the ear here 178 00:11:48,095 --> 00:11:51,423 So what I can do now to make sure that I still like the exact same 179 00:11:53,215 --> 00:11:57,055 Pages on this site is I can press space to bring up my search 180 00:11:57,311 --> 00:11:59,615 Insert typing in Select 181 00:12:03,455 --> 00:12:09,599 So it is not perfectly symmetric all this will fail and I think that it failed because the 182 00:12:09,855 --> 00:12:11,391 Minecraft modifier a use 183 00:12:11,903 --> 00:12:14,207 Goodnight 184 00:12:14,719 --> 00:12:18,815 Raptors as a perfect symmetrical mash 185 00:12:19,071 --> 00:12:20,095 Some point snapped 186 00:12:20,607 --> 00:12:22,143 Two other areas 187 00:12:22,655 --> 00:12:28,543 Yes you can just that there is no rule that says necessary that your 188 00:12:29,055 --> 00:12:31,103 Things have to be symmetrical 189 00:12:32,127 --> 00:12:34,687 I can get just produces a little bit cleaner ever result 190 00:12:39,039 --> 00:12:40,319 Mr Men drink here 191 00:12:43,391 --> 00:12:49,535 So this is what I mean about the seems being someone noticeable if you can imagine that this is your final like stone 192 00:12:49,791 --> 00:12:50,815 Surface texture 193 00:12:54,143 --> 00:12:56,703 You can ask for visualising the seams with 194 00:12:56,959 --> 00:12:58,239 The chequerboard hearsay 195 00:12:58,751 --> 00:13:01,823 Necessary what I seen running directly 196 00:13:02,079 --> 00:13:04,383 Because that is the focal Point 197 00:13:04,639 --> 00:13:05,919 For the smash 198 00:13:06,175 --> 00:13:06,687 Because 199 00:13:06,943 --> 00:13:10,015 Sometimes why they joined out they don't join at exactly 200 00:13:12,319 --> 00:13:14,367 Aligned and they are visible 201 00:13:26,399 --> 00:13:27,679 So I think 202 00:13:27,935 --> 00:13:31,007 Is sufficient for the purposes that we need 203 00:13:31,263 --> 00:13:32,031 Thus far 204 00:13:32,543 --> 00:13:34,847 Spell here 205 00:13:35,103 --> 00:13:37,151 Around here in 206 00:13:37,407 --> 00:13:40,223 Noticing any large 207 00:13:40,479 --> 00:13:42,271 Scale changes in my texture 208 00:13:42,783 --> 00:13:44,319 They do have some of these sort of 209 00:13:44,575 --> 00:13:46,111 Sending and bowing in here 210 00:13:46,623 --> 00:13:48,671 And that is just because this is nice 211 00:13:49,439 --> 00:13:55,583 A form that uses a lot of straight plain door 90-degree angles it is more rounded 212 00:13:56,863 --> 00:13:58,655 So you will get some 213 00:13:58,911 --> 00:14:01,727 Bending and stretching by Chris here 214 00:14:02,239 --> 00:14:05,567 This is ok it's more important that you get 215 00:14:05,823 --> 00:14:10,175 The overall scale of the texture uniform across the entire please 216 00:14:10,431 --> 00:14:16,575 Sell take a Break here and when we come back we're going to talk about how to BitTorrent 217 00:14:16,831 --> 00:14:18,111 IMAX nrao map 218 00:14:18,367 --> 00:14:19,903 For this piece 17670

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