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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:05,679 Hello and welcome to this chapter, so in this chapter we are going to start unwrapping our 2 00:00:05,682 --> 00:00:11,479 model and create some UV maps that we can use later on for texturing and all kinds of 3 00:00:11,482 --> 00:00:12,479 other things. 4 00:00:12,482 --> 00:00:19,959 And it's important we do it now as we'll be changing the model of the base body a little 5 00:00:19,962 --> 00:00:24,119 bit along the way and we'll lose kind of the lower subdivisions. 6 00:00:24,122 --> 00:00:27,679 So it's important that you kind of take this step now as the approach we're going to take 7 00:00:27,682 --> 00:00:33,159 for texturing kind of requires that the UVs have already been established. 8 00:00:33,162 --> 00:00:36,759 So just something to keep in mind. 9 00:00:36,762 --> 00:00:41,399 The way we're going to be dividing up the UVs is that we are going to have one UV tile 10 00:00:41,402 --> 00:00:50,839 for the body and then one for all the assets kind of on one, which I think that's a pretty 11 00:00:50,842 --> 00:00:51,840 good division. 12 00:00:52,840 --> 00:01:02,561 We could also have everything on one, which wouldn't be too bad for a character like this, 13 00:01:02,563 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 14 00:01:05,000 --> 00:01:12,399 like for this quality, then having all the stuff on just one would be absolutely fine. 15 00:01:12,402 --> 00:01:17,039 But I'm going to switch it on two just in case, you know, like if I want to switch the 16 00:01:17,042 --> 00:01:24,439 clothes out with something else or reuse this body, then having it separate is kind 17 00:01:24,442 --> 00:01:25,439 of handy. 18 00:01:25,442 --> 00:01:29,799 But you don't have to do that high-res textures if you don't want to. 19 00:01:29,802 --> 00:01:34,919 But it's always better to do, you know, high-res if you can, if you're doing the work anyways, 20 00:01:34,922 --> 00:01:39,239 then you might as well do high-res because you can always downscale it afterwards. 21 00:01:39,242 --> 00:01:42,559 So you know, just something to think about. 22 00:01:42,562 --> 00:01:44,519 Okay, cool. 23 00:01:44,522 --> 00:01:49,079 So to start doing the UVs, the first place we're going to do is on the body itself. 24 00:01:49,082 --> 00:01:53,839 So I'm just going to isolate that one by hitting slash, so that's our body. 25 00:01:53,842 --> 00:01:58,919 We want to be in the lowest subdivision, basically. 26 00:01:58,922 --> 00:02:03,759 I just see where our body would be in the lowest fidelity. 27 00:02:03,762 --> 00:02:07,279 And I'm not sure if this is our lowest one here. 28 00:02:07,282 --> 00:02:09,399 Let's just see what that looks like. 29 00:02:09,402 --> 00:02:13,760 If we say wireframe, no, this is a little bit too high for our lowest. 30 00:02:14,000 --> 00:02:17,079 So we actually need to unsubdivide once more. 31 00:02:17,082 --> 00:02:20,479 And that's just wherever you choose for your lowest subdivision to be. 32 00:02:20,482 --> 00:02:25,359 For me, I want it to be a little bit lower than this, just so it can be a bit simpler. 33 00:02:25,362 --> 00:02:31,279 Yeah, I think that's what I want, a mesh like this, kind of. 34 00:02:31,282 --> 00:02:32,359 Cool. 35 00:02:32,362 --> 00:02:37,559 So this is going to be the place where we start UV unwrapping. 36 00:02:37,562 --> 00:02:41,839 So I'm going to take this and bring it into the UV editing workflow here. 37 00:02:41,842 --> 00:02:45,599 And then I need to isolate that again. 38 00:02:45,602 --> 00:02:48,879 So I'm just going to isolate that right there. 39 00:02:48,882 --> 00:02:51,879 I'm going to give it some random colors, just so it's a bit easier to see. 40 00:02:51,882 --> 00:02:57,479 I'm going to turn on wireframe, so I can see what's going on. 41 00:02:57,482 --> 00:03:02,039 And now I'm in UV editing, so we need to go into edit mode here. 42 00:03:02,042 --> 00:03:08,679 So we can start selecting seams and these kinds of things. 43 00:03:08,682 --> 00:03:11,079 And we've got to figure out how we want to divide this stuff up. 44 00:03:11,082 --> 00:03:18,479 So typically, there are some things that you can always kind of separate. 45 00:03:18,482 --> 00:03:23,599 So we can start off by separating the head. 46 00:03:23,602 --> 00:03:32,879 We could actually let the neck be with the torso and then maybe do a cut around the head 47 00:03:32,882 --> 00:03:39,079 that looks like that. 48 00:03:39,082 --> 00:03:47,159 Or we could hide the seam a little bit more in here, kind of, and say, yeah, we could 49 00:03:47,162 --> 00:03:48,159 do something like that. 50 00:03:48,162 --> 00:03:59,359 And then I'm going to just deselect this here and then maybe have that and then do a seam 51 00:03:59,362 --> 00:04:02,359 like that here. 52 00:04:02,362 --> 00:04:04,359 So I'm selecting all the way through here. 53 00:04:04,362 --> 00:04:08,800 So you can see how these things are also being selected there. 54 00:04:09,520 --> 00:04:17,279 And then I have a seam right here. 55 00:04:17,282 --> 00:04:20,559 That's going to be my first seam, I think. 56 00:04:20,562 --> 00:04:26,639 So I'm going to take this and just say mark seam, basically. 57 00:04:26,642 --> 00:04:32,399 And then if I select everything, you can see that's how much it's unwrapped right now. 58 00:04:32,402 --> 00:04:36,359 We don't need to press unwrap right now, because it's not going to make any sense. 59 00:04:36,362 --> 00:04:38,320 But that's what's going on here. 60 00:04:38,840 --> 00:04:42,199 So we've got a seam there. 61 00:04:42,202 --> 00:04:51,679 Then I think we can do one along the cranium here, and that way the face will kind of unfold 62 00:04:51,682 --> 00:04:52,679 that way and that way. 63 00:04:52,682 --> 00:04:56,439 So I'm going to mark a seam there. 64 00:04:56,442 --> 00:05:02,199 We might need to mark a seam for the ears, but I think we'll just let it be a little 65 00:05:02,202 --> 00:05:04,639 bit unfolded like that. 66 00:05:04,642 --> 00:05:08,359 I think that's totally okay. 67 00:05:08,362 --> 00:05:10,999 Then we can do some for the arm here. 68 00:05:11,002 --> 00:05:14,199 It's always interesting with the arms, different places to do them. 69 00:05:14,202 --> 00:05:16,199 But I think, actually, you know what? 70 00:05:16,202 --> 00:05:17,199 That's pretty good. 71 00:05:17,202 --> 00:05:20,079 Now, I also want to do the other side of the arm. 72 00:05:20,082 --> 00:05:27,799 The only problem is that if I go into X here, it doesn't really mark the other side. 73 00:05:27,802 --> 00:05:31,479 So if I said mark seam here, it doesn't mark the other side. 74 00:05:31,482 --> 00:05:35,399 So I could have a mirror on my thing, but if I don't have a mirror, because we've already 75 00:05:35,402 --> 00:05:40,039 gone through that entire workflow, and we have a multi-resolution modifier, so it would 76 00:05:40,042 --> 00:05:41,039 kind of break it. 77 00:05:41,042 --> 00:05:44,639 If I don't have a mirror, but I do want it to be duplicated on the other side, what do 78 00:05:44,642 --> 00:05:45,999 I do? 79 00:05:46,002 --> 00:05:48,799 So there are some different ways. 80 00:05:48,802 --> 00:05:53,039 You could try the topology mirror thing, but that's not going to really do anything still 81 00:05:53,042 --> 00:05:54,039 with the mark seam. 82 00:05:54,042 --> 00:05:55,039 Not mark sharp. 83 00:05:55,042 --> 00:05:56,039 Sorry. 84 00:05:56,042 --> 00:05:57,039 Mark seam. 85 00:05:57,042 --> 00:05:59,159 That's not really a mirrorable action. 86 00:05:59,162 --> 00:06:01,439 So what do you do? 87 00:06:01,442 --> 00:06:07,919 What you can do is you can go to, as far as I remember, go to select and then select mirror. 88 00:06:07,922 --> 00:06:17,519 And then it failed, but let's see here, zero edges mirror, 28 failed. 89 00:06:17,522 --> 00:06:19,959 So why did it do that? 90 00:06:19,962 --> 00:06:20,959 Select mirror. 91 00:06:20,962 --> 00:06:21,959 There we go. 92 00:06:21,962 --> 00:06:22,959 Okay. 93 00:06:22,962 --> 00:06:25,479 So I need a topology mirror on, that's why. 94 00:06:25,482 --> 00:06:29,419 And then now it actually selects the other side. 95 00:06:29,422 --> 00:06:32,619 So that's pretty neat. 96 00:06:32,622 --> 00:06:33,899 So that's really neat. 97 00:06:33,902 --> 00:06:38,019 And this action here, select mirror, we could go to select and then right click this one 98 00:06:38,022 --> 00:06:39,339 and say, add to quick favorites. 99 00:06:39,342 --> 00:06:44,419 And when it's on quick favorites, we can always access it by hitting Q and then say, select 100 00:06:44,422 --> 00:06:45,659 mirror. 101 00:06:45,662 --> 00:06:48,739 So then I could say mark seam here. 102 00:06:48,742 --> 00:06:53,259 And this is super handy for creating quick seams. 103 00:06:53,262 --> 00:06:55,139 Okay. 104 00:06:55,142 --> 00:06:59,739 I also need one for this separation here. 105 00:06:59,742 --> 00:07:04,659 I think I'm just going to put it there and then I can, once again, say select mirror, 106 00:07:04,662 --> 00:07:07,459 then mark seam. 107 00:07:07,462 --> 00:07:12,899 And then I'm beginning to get the torso separated from the back here. 108 00:07:12,902 --> 00:07:21,099 And then I would like one, I think I'm going to keep the ass and the back all in one piece. 109 00:07:21,102 --> 00:07:26,899 So maybe I can do something kind of like that. 110 00:07:26,902 --> 00:07:32,219 Does that make sense? 111 00:07:32,222 --> 00:07:40,219 Maybe I will do something like this here and I'm kind of missing an edge flow a little 112 00:07:40,222 --> 00:07:41,219 bit. 113 00:07:41,222 --> 00:07:46,139 Maybe I can do something, I can also do something like this. 114 00:07:46,142 --> 00:07:50,219 That also, that also seems pretty good. 115 00:07:50,222 --> 00:07:57,619 That way I can, yeah, I think I'm going to do something like that actually. 116 00:07:57,622 --> 00:08:07,539 Let's say Q, select mirror and then mark seam, mark seam right there, boink. 117 00:08:07,542 --> 00:08:10,699 Then we got that marked out there. 118 00:08:10,702 --> 00:08:13,740 Then I would like to have this one marked out as well. 119 00:08:14,140 --> 00:08:17,139 So control shift click here. 120 00:08:17,142 --> 00:08:19,339 So we're actually missing the screen cast keys here. 121 00:08:19,342 --> 00:08:26,939 No, they should be, it seems like they are, okay, there they are, now they're there. 122 00:08:26,942 --> 00:08:30,539 Okay, they were missing from this window apparently. 123 00:08:30,542 --> 00:08:42,739 Then like that, like that, Q, select mirror, mark seam, very good. 124 00:08:42,742 --> 00:08:45,339 That seems pretty good there. 125 00:08:45,342 --> 00:08:48,779 And then we also want one for the inside of the leg here. 126 00:08:48,782 --> 00:08:51,299 Let's see what we can get. 127 00:08:51,302 --> 00:08:55,379 Oh, this one's running all the way up like that. 128 00:08:55,382 --> 00:08:58,379 We don't really need it all the way there. 129 00:08:58,382 --> 00:09:08,139 So maybe I can get like that and then deselect some of it here and then say, I don't need 130 00:09:08,142 --> 00:09:09,139 all this. 131 00:09:09,142 --> 00:09:10,140 I don't need all that. 132 00:09:10,540 --> 00:09:18,539 I don't need all this here, don't need all this, don't need that. 133 00:09:18,542 --> 00:09:22,539 I actually don't need all of this here either. 134 00:09:22,542 --> 00:09:27,539 I just want that part of the leg there. 135 00:09:27,542 --> 00:09:34,219 Let's try it until there maybe, and then I say Q, select mirror, and then I say mark 136 00:09:34,222 --> 00:09:38,899 seam like that. 137 00:09:38,902 --> 00:09:50,579 And then we can cut the foot also, select mirror, mark seam, that seems pretty good 138 00:09:50,582 --> 00:09:52,779 like that. 139 00:09:52,782 --> 00:09:57,659 And then the foot, where do we want to wrap the foot around? 140 00:09:57,662 --> 00:10:06,802 We could say that we just create this one where the foot kind of wraps around here and 141 00:10:06,803 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 142 00:10:13,260 --> 00:10:21,419 then connects on the back basically there, and then it, yeah, I think that's fine. 143 00:10:21,422 --> 00:10:27,340 So Q, select mirror, mark seam, and the foot can wrap there. 144 00:10:28,020 --> 00:10:32,219 So if we go in here now and say unwrap, then we're going to get some pieces that start 145 00:10:32,222 --> 00:10:33,219 making some sense. 146 00:10:33,222 --> 00:10:38,339 So we've got the legs there, right, those are the legs. 147 00:10:38,342 --> 00:10:46,299 If we click up here, then we can see it kind of reflecting the stuff and so on and so forth. 148 00:10:46,302 --> 00:10:50,459 And if you want to click on something and then click Ctrl L for selecting, then you 149 00:10:50,462 --> 00:10:56,620 could say within seam, then you're only selecting within that seam basically. 150 00:10:56,660 --> 00:10:58,419 So that's pretty handy. 151 00:10:58,422 --> 00:11:03,459 And so we're just checking, and we got a good torso there or the back, and then we got the 152 00:11:03,462 --> 00:11:04,459 front there. 153 00:11:04,462 --> 00:11:06,299 So that's all working pretty well. 154 00:11:06,302 --> 00:11:09,579 That's exactly how I would want it. 155 00:11:09,582 --> 00:11:16,179 Then we got the hands here, and I think we can just cut it somewhere where it makes sense. 156 00:11:16,182 --> 00:11:22,139 Select mirror, and then I say mark seam, oh, that was mark sharp, mark seam. 157 00:11:22,142 --> 00:11:28,939 We could also add mark seam to quick favorites, so now we can go down and click mark seam 158 00:11:28,942 --> 00:11:29,939 like that. 159 00:11:29,942 --> 00:11:32,819 It must be very handy. 160 00:11:32,822 --> 00:11:37,139 And then we need a cut for this one, and I'm going to put it underneath the arm. 161 00:11:37,142 --> 00:11:40,339 I typically like putting it underneath the arm. 162 00:11:40,342 --> 00:11:43,259 We could also make it follow this one. 163 00:11:43,262 --> 00:11:48,500 That would be, that actually wouldn't be too bad of an idea. 164 00:11:48,660 --> 00:11:58,299 And then we can just follow this one down, oh, like that, cute, select, oh, select mirror, 165 00:11:58,302 --> 00:12:01,139 and then mark seam. 166 00:12:01,142 --> 00:12:08,139 Then we actually got the arm separated out there as well, so that is pretty handy. 167 00:12:08,142 --> 00:12:12,899 We got the face stuff going on there. 168 00:12:12,902 --> 00:12:20,499 Then we have the hands, and I think the hands typically, I split them in two if I can, and 169 00:12:20,502 --> 00:12:24,939 usually along the thumb here. 170 00:12:24,942 --> 00:12:32,419 Let's see here, oh, that splits it actually perfectly right there, and it goes all the 171 00:12:32,422 --> 00:12:35,179 way across to the other one. 172 00:12:35,182 --> 00:12:39,859 So let's just deselect all this stuff here. 173 00:12:39,862 --> 00:12:46,059 Select that stuff, deselect there, deselect there, and deselect there, but otherwise it's 174 00:12:46,062 --> 00:12:49,459 pretty dang perfect because of the nice topology we've done. 175 00:12:49,462 --> 00:12:54,739 So I'm going to say mark, select mirror, and then mark seam. 176 00:12:54,742 --> 00:13:01,739 Then we get that there, and if now we hit unwrap, then we get those hands like that, 177 00:13:01,742 --> 00:13:03,620 and these are the feet, I think. 178 00:13:04,620 --> 00:13:10,819 They're a little bit strange in the way they are like that, and they do have a hole in 179 00:13:10,822 --> 00:13:11,819 them. 180 00:13:11,822 --> 00:13:14,819 Maybe that's not absolutely ideal. 181 00:13:14,822 --> 00:13:27,939 We could try, hmm, let's also do this, we just cut this one out like this, select mirror. 182 00:13:27,942 --> 00:13:34,419 It doesn't matter too much because they're going to be very hidden throughout the thing 183 00:13:34,422 --> 00:13:35,419 here. 184 00:13:35,422 --> 00:13:40,819 Cool, so we've got that, and then mark seam, and then you unwrap kind of, then the feet 185 00:13:40,822 --> 00:13:44,139 look a little bit more like plain like that. 186 00:13:44,142 --> 00:13:45,139 Okay, very good. 187 00:13:45,142 --> 00:13:51,819 I mean, that's technically what we need in terms of separation, no need to make it more 188 00:13:51,822 --> 00:13:58,339 complicated than it already is, and that's pretty good. 189 00:13:58,342 --> 00:14:04,339 We could also take out and do the mouth as a separate thing, but we're really not going 190 00:14:04,342 --> 00:14:06,819 to be doing anything really fancy with it. 191 00:14:06,822 --> 00:14:09,499 The one thing to consider though is that if you're picking normal maps or something like 192 00:14:09,502 --> 00:14:18,699 that, then how the UVs are laid out might cause some deformation if you haven't done 193 00:14:18,702 --> 00:14:23,699 kind of nice UV layouts and stuff like that. 194 00:14:23,702 --> 00:14:29,139 But I think the body is my main concern, and then I think the face will work out like this 195 00:14:29,142 --> 00:14:30,139 as well. 196 00:14:30,142 --> 00:14:31,739 Very nice, cool. 197 00:14:31,742 --> 00:14:37,659 So that's the UV for this one, then we just got to do the layout kind of. 198 00:14:37,662 --> 00:14:44,219 So what I have here is that maybe I'll just hit UV unwrap, and then on the little box 199 00:14:44,222 --> 00:14:58,099 here I'll say, that sounds good, don't know what that means, scaled, yeah, margin, okay 200 00:14:58,102 --> 00:14:59,099 that also sounds good. 201 00:14:59,102 --> 00:15:10,459 And then maybe I can pack these somehow, so I'm just going to go here and then say UV, 202 00:15:10,462 --> 00:15:25,979 and then say pack islands, and then rotate, let's see here, I think we'll just do it by 203 00:15:25,982 --> 00:15:26,979 hand here. 204 00:15:26,982 --> 00:15:31,939 So I'm going to take the face here and I'm going to make that one a little bit bigger 205 00:15:31,942 --> 00:15:37,499 than everything else, just so I have that as a thing. 206 00:15:37,502 --> 00:15:45,979 And then this here is the, oh I don't even know what that is. 207 00:15:45,982 --> 00:15:49,259 What is that actually? 208 00:15:49,262 --> 00:15:51,619 What part of the body is that? 209 00:15:51,622 --> 00:16:00,139 Oh it's the foot, oh right, it's the foot, and there's two of those, then there should 210 00:16:00,142 --> 00:16:14,179 be two of them, okay, great, cool, okay, so we got the hands here, I'm going to go into 211 00:16:14,182 --> 00:16:27,819 island mode here, we'll just select the islands, there we go, then we have the arms as well. 212 00:16:27,822 --> 00:16:37,259 I want to scale everything else kind of relative to each other, so this body here, the body 213 00:16:37,262 --> 00:16:42,779 stuff, if I can pack that somehow that way it makes sense. 214 00:16:42,782 --> 00:16:46,699 If you also, if you like painting this kind of textures in Photoshop you can also do that, 215 00:16:46,702 --> 00:16:52,219 and then I would suggest laying out your maps in a way where they kind of, they're aligned 216 00:16:52,222 --> 00:16:58,059 in the right direction as much as possible. 217 00:16:58,062 --> 00:17:08,419 So here we got the thighs, let's see here, the thighs can be a little bit difficult to 218 00:17:08,422 --> 00:17:15,819 place, maybe this one fits better there, it's a little bit of a puzzle like this, just figuring 219 00:17:15,822 --> 00:17:25,739 out what works best, like that, and then we got the arms here, but if you do it by 220 00:17:25,742 --> 00:17:32,499 hand typically you can get quite good results, but there's also some very nice packing tools 221 00:17:32,502 --> 00:17:39,859 out there, but blenders could definitely use a hand, which is funny when I'm adjusting 222 00:17:39,862 --> 00:17:58,059 the hands, like that, let's see here, something along those lines, then we got these feet 223 00:17:58,062 --> 00:18:07,019 here, got one there, I got one there, then I got this one foot here, I think I can maybe 224 00:18:07,022 --> 00:18:13,259 put these ones in here, I think we got space for everything, we could probably have scaled 225 00:18:13,262 --> 00:18:20,779 up some of the stuff, but I'm quite happy with this arrangement right now, so I'm going 226 00:18:20,782 --> 00:18:28,579 to leave it at that, that's the tiles for the body, because that's done, and remember 227 00:18:28,582 --> 00:18:32,939 to save of course. 228 00:18:32,942 --> 00:18:37,699 And now we can do the same, but for all the items, which means that there's some items 229 00:18:37,702 --> 00:18:44,459 we need to just adjust a tiny bit, I'm going to hit slash and bring all the items back 230 00:18:44,462 --> 00:18:50,939 here, so for the items, what's important to note is that all the items will be on one 231 00:18:50,942 --> 00:19:01,179 tile, like all of the body was on one tile, and before I forget actually, the eyes, they 232 00:19:01,182 --> 00:19:06,139 also need to be somewhere, and I think they should belong with the body, so I'm just going 233 00:19:06,142 --> 00:19:14,779 to isolate these two here and just get the eyes as well, I forgot that one actually, 234 00:19:14,782 --> 00:19:22,219 and it'll have a, what if we say just unwrap, then it'll have a tiling like that, that means 235 00:19:22,222 --> 00:19:27,700 that it's going to transition from one to the other, but we could also have one where 236 00:19:27,780 --> 00:19:33,659 the eye, we kind of see the front, and then we could draw that in, so if we say you project 237 00:19:33,662 --> 00:19:43,219 from view, and then if you take this and just scale that up and place that in the middle, 238 00:19:43,222 --> 00:19:48,779 then I think that's actually going to work pretty well, yeah, and then, because we're 239 00:19:48,782 --> 00:19:51,859 never going to see the back of the eye anyway, so we can do a transition trail off there 240 00:19:51,862 --> 00:20:00,139 actually, we need that eye to exist with the body I think, or should we actually, should 241 00:20:00,142 --> 00:20:06,699 we do the eyes separately, no, let's do it with the body, just to keep it simple, and 242 00:20:06,702 --> 00:20:14,419 then we get the eye here, and then we just got to find a good spot for that one, wherever 243 00:20:14,422 --> 00:20:27,059 we have the most space, that seems like a pretty good spot right there, for the eye, 244 00:20:27,062 --> 00:20:32,099 exactly, then we have that, and it's part of the same UV tile essentially, so when we 245 00:20:32,102 --> 00:20:37,179 combine, we could combine the eyes with the body, typically because they're almost two 246 00:20:37,182 --> 00:20:42,340 separate objects, I would not combine them, but because the character is so simple, then 247 00:20:42,380 --> 00:20:47,139 I think it's totally fine to do, but we're going to keep them separate for now, because 248 00:20:47,142 --> 00:20:53,219 we're doing the whole multi-res workflow and all this stuff, okay, back to the items, I'm 249 00:20:53,222 --> 00:20:58,139 just going to clean up the scene a little bit here, so I'm going to call this one body, 250 00:20:58,142 --> 00:21:02,939 the eyes are going to be eyes, and they get to live underneath the body here, I'm going 251 00:21:02,942 --> 00:21:09,019 to shift drag underneath the body that parents it, and then we have all the items here, we're 252 00:21:09,022 --> 00:21:19,339 going to call this rope, we're going to call this hood, we're going to call this belt, 253 00:21:19,342 --> 00:21:34,459 we're going to call this, yeah cloth is fine, pants, let's call them pants, helmet, scabbard, 254 00:21:34,462 --> 00:21:47,059 bag, and we got sword, and then this one is the sandals, sandals like that, so I want 255 00:21:47,062 --> 00:21:55,019 to take the body here, no, I want to take all the items and put them in their own collection 256 00:21:55,022 --> 00:22:01,739 here, so I'm going to select all of it, press M, new collection, and say items, and then 257 00:22:01,742 --> 00:22:07,539 we have that, so we can easily deselect stuff, so now I'm going to remove the character and 258 00:22:07,542 --> 00:22:14,059 we just have the items, and we want to pack all these in the UV tiles, so we have a few 259 00:22:14,062 --> 00:22:19,259 things we want to unwrap differently, most of the stuff we can kind of just do an automatic 260 00:22:19,262 --> 00:22:23,339 UV unwrapping, which isn't the best, but we're also going to not, we're not going to be doing 261 00:22:23,342 --> 00:22:27,099 anything really complicated texturing, so it's fine, you could go and do it by hand 262 00:22:27,102 --> 00:22:32,419 like we did with the body, but I think it's not really necessary, the cloth though, because 263 00:22:32,422 --> 00:22:38,739 it's kind of one seamless stretch piece, they can be unwrapped differently, so if we select 264 00:22:38,742 --> 00:22:45,219 both these cloths here, I'm selecting both at once, hit U, and then unwrap, then we're 265 00:22:45,222 --> 00:22:48,619 going to get this kind of layout, and it's important that you make sure that all your 266 00:22:48,622 --> 00:22:55,299 transforms are applied, so going in and pressing CTRL A, rotation, and scale, because it will 267 00:22:55,302 --> 00:23:01,859 affect the way the UV tiles are laid out, but here they're scaled according to each 268 00:23:01,862 --> 00:23:06,659 other, we are getting this one, this one is kind of crooked now, so it means if you wanted 269 00:23:06,662 --> 00:23:09,699 to do some kind of pattern on it, it would be a little bit difficult, but something you 270 00:23:09,702 --> 00:23:19,219 could do, is you could turn on soft selection, and then just hand correct it a little bit, 271 00:23:19,222 --> 00:23:25,379 or you could have unwrapped it while it was still nice and neat before we sculpted it, 272 00:23:25,382 --> 00:23:30,499 which would probably have been the best way of doing it, but that's hindsight, but it's 273 00:23:30,502 --> 00:23:35,859 also good to know that you can always fix it a little bit later on, there's always a 274 00:23:35,862 --> 00:23:45,499 way out, something like this, just making it a bit more straight, and then I could also 275 00:23:45,502 --> 00:23:54,699 scale here, if I wanted to make this really straight, I could do that, but I think this 276 00:23:54,702 --> 00:24:07,099 is pretty good, then I got that, then I just want to make sure not to unwrap this one again, 277 00:24:07,102 --> 00:24:14,100 because now it's been, I've kind of spent some time unfolding it, this one is fine, 278 00:24:14,260 --> 00:24:21,459 this one is fine, the way it is right now, cool, so I'm going to keep those, I'm just 279 00:24:21,462 --> 00:24:30,499 going to put them over here for now, so they're out of sight, out of mind, and then the rest 280 00:24:30,502 --> 00:24:35,419 of the stuff is going to be unwrapped, except for the rope actually, I'm going to show the 281 00:24:35,422 --> 00:24:43,979 rope afterwards, so we'll take the belt, the bag, the sandals, and the sword, and the helmet, 282 00:24:43,982 --> 00:24:48,139 now the sandals are technically mirrors of each other, so you could just unwrap one and 283 00:24:48,142 --> 00:24:52,659 then have it be mirrored, and for saving texture space, that might be the right way of doing 284 00:24:52,662 --> 00:24:58,419 it, I'm going to have them be unique, so I'll just leave them the way they are, oh actually 285 00:24:58,422 --> 00:25:03,819 the pants, underpants here, they also need, and I actually did a seam here a little bit 286 00:25:03,822 --> 00:25:11,500 earlier, I think these ones, if I just unwrap these, yeah, then I get that, it's not so 287 00:25:11,540 --> 00:25:21,619 important how these ones are, but having something is definitely useful, maybe I can do this 288 00:25:21,622 --> 00:25:33,819 and then select mirror, and then, let's say mark seam, mark seam, and then I can try unwrapping 289 00:25:33,822 --> 00:25:43,779 again, then I get these two pieces, that's also a little bit bizarre, let's see if I 290 00:25:43,782 --> 00:25:52,659 cut those two there, then what do I get, none of it is really great, I'll leave it like 291 00:25:52,662 --> 00:26:00,379 that, I think it's fine, those kind of count as the cloth here, the underpants, so I just 292 00:26:00,382 --> 00:26:07,659 want to scale those down and put them over there for now, okay, but the rest here, actually 293 00:26:07,662 --> 00:26:12,459 the bag could also, it's almost like all of it can be done quite differently, yeah, the 294 00:26:12,462 --> 00:26:23,259 bag actually, and then just giving it a simple seam somewhere to unwrap it, let's see, the 295 00:26:23,262 --> 00:26:35,459 biggest problem is this here, I could mark a seam there actually, mark a seam and then 296 00:26:35,462 --> 00:26:45,139 UV unwrap, then you got that one there, so this one would probably have to be unwrapped 297 00:26:45,142 --> 00:26:52,539 with Smart UV Project, and then scaling this one to 90, it gives us the biggest pieces, 298 00:26:52,542 --> 00:26:59,779 then I get something, oh actually that doesn't work quite nicely, let's try that, okay so 299 00:26:59,782 --> 00:27:07,899 not quite 90, but something close to 90, then I get these pieces, yeah, that's what I wanted, 300 00:27:07,902 --> 00:27:13,779 and then if I select the whole thing, I can say unwrap, yeah, and then we get that, exactly, 301 00:27:13,782 --> 00:27:19,380 the Smart UV Project just kind of creates its own seams and stuff, it's pretty simple, 302 00:27:19,580 --> 00:27:27,699 so we got that here, that there, and this one, it can also, you can see it's all mumbo-jumbo 303 00:27:27,702 --> 00:27:34,979 right now, I'm just gonna say Smart UV Project and try it, I'm gonna do full on this one, 304 00:27:34,982 --> 00:27:39,940 so full 89 on this one to get the fewest pieces, and then I'm just gonna leave it there, 305 00:27:40,100 --> 00:27:48,659 that sounds good, the scabbard, Smart UV Project, also just leave it, hmm, 306 00:27:48,662 --> 00:27:53,939 so we actually get with the different ones here, no I think just full like that, 307 00:27:53,942 --> 00:28:02,419 that's pretty good, and then the sandals here, Smart UV Project, and we're getting a lot of 308 00:28:02,422 --> 00:28:08,099 bits here, but that's also okay, that's because we have so many straps and edges and things, 309 00:28:08,102 --> 00:28:14,539 that's not gonna be great, but we'll leave it at that, we've got the scabbard, 310 00:28:14,542 --> 00:28:20,739 and then we have the helmet, and then there we're also gonna say Smart UV Project, 311 00:28:20,742 --> 00:28:26,379 and see what we get with the different ones here, yeah, and that's really the best we're 312 00:28:26,382 --> 00:28:35,620 gonna get with that one, and Smart UV Project for the sword, and I also just want the most 313 00:28:35,740 --> 00:28:40,659 pieces right there, and I think those were all of them, and the rope we're gonna wait 314 00:28:40,662 --> 00:28:47,579 with a little bit, then I'm gonna take all of these things here, and then I'm gonna show you 315 00:28:47,582 --> 00:29:01,179 something that Blender really isn't very good at, and that is, and that is packing the island, 316 00:29:01,182 --> 00:29:05,539 so let's say we have all this stuff, and it's scaled like this, and we want to now pack it 317 00:29:05,542 --> 00:29:08,939 into this thing, then you could go to, because we wouldn't be able to take each piece here, 318 00:29:08,942 --> 00:29:13,579 and just sort them, that would be a nightmare, if we go to UV, and then say Pack Islands, 319 00:29:13,582 --> 00:29:20,499 we're gonna get this, and it has a lot of gaps in it, it's really not that great, 320 00:29:20,502 --> 00:29:27,019 and we would want some things to be bigger, and all these things, so what do we do, 321 00:29:27,022 --> 00:29:36,299 well the biggest thing we can do here now, is we can use an add-on called UV Packer, 322 00:29:36,302 --> 00:29:43,499 and I think Blender has this one add-on, or there's an add-on somebody created called UV 323 00:29:43,502 --> 00:29:50,899 Packer Blender, I think it's literally uv-packer.com, it looks like this, it's fast, 324 00:29:50,902 --> 00:29:55,859 accurate, and free, and you can get it for Blender, it's an add-on, and an executable, 325 00:29:55,862 --> 00:30:01,859 and they have some installation guides here, it's very simple to install, pretty easy, 326 00:30:01,862 --> 00:30:07,099 but I recommend that one, but that one is a lot more powerful, and I can see I have it here, 327 00:30:07,102 --> 00:30:14,340 called UV Packer, and if I take all the same islands, and then I pack them, you can see it's 328 00:30:14,500 --> 00:30:22,979 a lot better at filling out the details with the stuff I have, so it's a lot more efficient, 329 00:30:22,982 --> 00:30:27,779 but what I need right now, is I need to adjust the scale of the different stuff, 330 00:30:27,782 --> 00:30:33,300 and there's some settings for like, how big you want stuff to be, and all these things, 331 00:30:33,940 --> 00:30:39,300 you could also do, I think, I guess that wouldn't really, oh that actually does affect it, 332 00:30:39,860 --> 00:30:43,700 because we're packing multiple times, and then it's telling us how well filled out it is there, 333 00:30:45,140 --> 00:30:52,259 nice, so what I'm going to do now, is that I'm going to scale everything relative to each other, 334 00:30:52,262 --> 00:30:56,099 so that I can prioritize which bits I want the biggest, right now you can see the sandals are 335 00:30:56,102 --> 00:31:02,900 huge in comparison to the cloth, and I don't want that, so I'm going to take all the stuff here, 336 00:31:03,220 --> 00:31:10,660 all the stuff here, like this, and the underpants, and probably also the bag, 337 00:31:11,540 --> 00:31:16,579 and I'm going to pull that out, those are those things, so I can scale those things on their own, 338 00:31:16,582 --> 00:31:21,220 so I think these things being a little bit bigger is absolutely fine, 339 00:31:23,940 --> 00:31:28,740 like that, and then this bag definitely does not need to be that big, it can be like this big, 340 00:31:29,700 --> 00:31:35,700 it should be a lot, a lot smaller than the rest of the stuff here, so just scaling it 341 00:31:36,900 --> 00:31:44,980 relative to each other, yeah that seems pretty good, then I have the belt here, 342 00:31:47,060 --> 00:31:55,540 and then if I say UV, smart UV project here, I've got that, I'm just going to pack these ones 343 00:31:55,620 --> 00:32:02,420 pack these ones together, and then how much space do I want this to take up, maybe like 344 00:32:03,140 --> 00:32:06,740 like that, there's also a way, you know, just like packing it like this, and then you can 345 00:32:07,300 --> 00:32:15,460 you can tile them like that, then we could take the scabbard here, 346 00:32:16,980 --> 00:32:22,180 then I could pack these, and then the scabbard definitely could take up a bit more space, 347 00:32:22,740 --> 00:32:32,580 something along these lines here, that seems fair, then we have the helmet here, 348 00:32:33,460 --> 00:32:37,539 and the helmet, probably want a little bit of resolution for the helmet, it is 349 00:32:37,542 --> 00:32:44,259 kind of the bit that's going to be the the closest to everything, and then the sword, 350 00:32:44,262 --> 00:32:48,580 I definitely want some space for the sword, and you can see here it's stretching all the way 351 00:32:48,660 --> 00:32:54,819 there, and I think that's just the way it's going to be, that is this big, okay nice, 352 00:32:54,822 --> 00:33:03,619 so let's see it with everything here, if I select all the stuff here, get that, get that, get that, 353 00:33:03,622 --> 00:33:10,659 get that, get that, then I have this stuff as well, and how big should everything be, 354 00:33:10,662 --> 00:33:14,739 or I can see I got some stuff from the back here, this stuff is definitely too big, 355 00:33:14,742 --> 00:33:16,260 this stuff is definitely too big, 356 00:33:21,860 --> 00:33:22,580 let's see here, 357 00:33:31,060 --> 00:33:34,740 placing this kind of that size there, that seems pretty good, 358 00:33:35,220 --> 00:33:43,220 we got that going on there, I don't know what those bits are, but let's see here, 359 00:33:45,860 --> 00:33:51,700 yeah that sounds good, yep that looks good, okay so this one, so let's pack the sandals here, 360 00:33:52,500 --> 00:33:57,460 and scale the sandals, that was the one I forgot about, I mean that can also just be a tile like 361 00:33:57,780 --> 00:34:05,780 that, then we're looking, that's the rope here, we don't need that one, select everything else, 362 00:34:13,780 --> 00:34:23,780 cool, then we have that, and let's see, and then we have that, 363 00:34:23,940 --> 00:34:30,980 then we have that, and let's see, I think this stuff here can probably be a little bit bigger 364 00:34:33,380 --> 00:34:38,420 in comparison to some of the other stuff, like that, 365 00:34:42,660 --> 00:34:48,339 and this, yeah that seems right, so I'm just relative to each other, and then I'm going to 366 00:34:48,342 --> 00:34:54,819 try to pack it, and then now I get a much more reasonable distribution where the cloth is big, 367 00:34:54,822 --> 00:35:00,579 and all this stuff, and that's exactly what I was looking for, and this looks pretty good, 368 00:35:00,582 --> 00:35:06,179 and then the packing for the items is pretty much done, you can see I got this one, it's that size, 369 00:35:06,182 --> 00:35:11,859 that seems good, I got the cloth, it's big, I got this one, good size, I got the helmet, 370 00:35:11,862 --> 00:35:18,099 you know, scattered about, but it works, and that one, and then I have one thing that I forgot, 371 00:35:18,102 --> 00:35:25,299 which is this little skull, so let's see if we can figure out how to unwrap this one, 372 00:35:25,302 --> 00:35:28,819 okay, I think I already unwrapped this one off camera, but I essentially just created a 373 00:35:28,822 --> 00:35:39,620 loop around it, like for the thing, and then unwrapped it like that, okay, let's see here, 374 00:35:41,860 --> 00:35:49,060 what can we do, what can we do, if I select everything, and then that one, 375 00:35:51,380 --> 00:35:58,420 I select this one here, and then maybe I can find a spot for it, where it's not in 376 00:36:00,820 --> 00:36:01,860 too much of the way, 377 00:36:05,140 --> 00:36:06,019 let's see here, 378 00:36:06,022 --> 00:36:15,379 or we could include it actually, let's potentially include it, I'm just going to scale it to 379 00:36:15,382 --> 00:36:20,980 something reasonable, so something like that, and then keep the other stuff like this, 380 00:36:21,700 --> 00:36:30,019 and then we do have one problem, which is this one here, so the rope, so the rope used to be a rope, 381 00:36:30,022 --> 00:36:35,139 and then I applied it, so it became a normal thing, but when, or it used to be a curve, 382 00:36:35,142 --> 00:36:39,859 sorry, the rope used to be a curve, and then I applied it, so it became a proper mesh, 383 00:36:39,862 --> 00:36:44,420 but when something's been a curve, it has its own set of UVs, and those UVs actually work 384 00:36:45,220 --> 00:36:52,179 quite neatly, because if you just put on a wave texture, I'm just going to go over here, 385 00:36:52,182 --> 00:37:00,019 create a new material, and then create a wave texture, plug that one in, then you get this 386 00:37:00,022 --> 00:37:05,139 right now, right, which is already kind of looking like a rope, because of the textures, 387 00:37:05,142 --> 00:37:11,300 but even better, if you actually hook this up to the UVs, then you can see how it actually 388 00:37:12,020 --> 00:37:17,219 follows the strands really well, right, and it's a little bit less here and there, 389 00:37:17,222 --> 00:37:22,260 like in terms of the stretching, but you can mess with it, if you even rotate this 390 00:37:22,820 --> 00:37:28,579 with an angle, then you get this kind of like rope-like pattern, right, and we want to bake 391 00:37:28,582 --> 00:37:35,139 that on top of the textures, and that texture map actually just looks like that, that's the 392 00:37:35,142 --> 00:37:41,939 default one that it comes with, you know, it all uses the same one like this, so we want to 393 00:37:41,942 --> 00:37:47,299 pack that one in as well with the rest of the stuff, so I'm going to do that as well here, 394 00:37:47,302 --> 00:37:50,100 so we've got all of it now, then we're going to just say, 395 00:37:51,220 --> 00:37:55,060 it depends on how big we want this one actually, I think it can be a little bit smaller, 396 00:37:58,580 --> 00:38:03,779 like that, it can be kind of like that, it doesn't have to be so big, it's not a lot of 397 00:38:03,782 --> 00:38:09,939 resolution, then we just take it all and pack it, and voila, it's all good, oh, except for 398 00:38:09,942 --> 00:38:20,419 these two having to be exactly on the same spot, let's, how do we do that actually, 399 00:38:20,422 --> 00:38:34,260 okay, so if we grab everything but one of them, and then we say pack, can I ignore one, 400 00:38:38,820 --> 00:38:46,260 delete this UV map from, no, that's not what I wanted to do, 401 00:38:51,380 --> 00:38:54,260 let's see here, 402 00:39:01,780 --> 00:39:08,419 okay, that's actually a little bit different for it, but it might not be an issue, 403 00:39:08,422 --> 00:39:12,340 it might actually look fine, I just have a little bit of inefficiency with these two, 404 00:39:13,460 --> 00:39:17,699 I haven't used the UV packer enough to know if there's a way of getting around this, maybe there 405 00:39:17,702 --> 00:39:22,740 is, you know, I could just place this one on top, but then I'm going to get a big gap there, 406 00:39:23,380 --> 00:39:27,299 and I don't really want that, I'm going to leave it like this, and then we'll just get 407 00:39:27,302 --> 00:39:31,059 some variation on our string, and I think that's fine, okay, but that essentially means that our 408 00:39:31,062 --> 00:39:38,579 UVing is done for our entire character, so that's awesome, and that kind of marks the 409 00:39:38,582 --> 00:39:42,340 end for this chapter, and then we're going to move on to the next one. 42823

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