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Hello and welcome to this chapter, so in this chapter we are going to start unwrapping our
model and create some UV maps that we can use later on for texturing and all kinds of
other things.
And it's important we do it now as we'll be changing the model of the base body a little
bit along the way and we'll lose kind of the lower subdivisions.
So it's important that you kind of take this step now as the approach we're going to take
for texturing kind of requires that the UVs have already been established.
So just something to keep in mind.
The way we're going to be dividing up the UVs is that we are going to have one UV tile
for the body and then one for all the assets kind of on one, which I think that's a pretty
good division.
We could also have everything on one, which wouldn't be too bad for a character like this,
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like for this quality, then having all the stuff on just one would be absolutely fine.
But I'm going to switch it on two just in case, you know, like if I want to switch the
clothes out with something else or reuse this body, then having it separate is kind
of handy.
But you don't have to do that high-res textures if you don't want to.
But it's always better to do, you know, high-res if you can, if you're doing the work anyways,
then you might as well do high-res because you can always downscale it afterwards.
So you know, just something to think about.
Okay, cool.
So to start doing the UVs, the first place we're going to do is on the body itself.
So I'm just going to isolate that one by hitting slash, so that's our body.
We want to be in the lowest subdivision, basically.
I just see where our body would be in the lowest fidelity.
And I'm not sure if this is our lowest one here.
Let's just see what that looks like.
If we say wireframe, no, this is a little bit too high for our lowest.
So we actually need to unsubdivide once more.
And that's just wherever you choose for your lowest subdivision to be.
For me, I want it to be a little bit lower than this, just so it can be a bit simpler.
Yeah, I think that's what I want, a mesh like this, kind of.
Cool.
So this is going to be the place where we start UV unwrapping.
So I'm going to take this and bring it into the UV editing workflow here.
And then I need to isolate that again.
So I'm just going to isolate that right there.
I'm going to give it some random colors, just so it's a bit easier to see.
I'm going to turn on wireframe, so I can see what's going on.
And now I'm in UV editing, so we need to go into edit mode here.
So we can start selecting seams and these kinds of things.
And we've got to figure out how we want to divide this stuff up.
So typically, there are some things that you can always kind of separate.
So we can start off by separating the head.
We could actually let the neck be with the torso and then maybe do a cut around the head
that looks like that.
Or we could hide the seam a little bit more in here, kind of, and say, yeah, we could
do something like that.
And then I'm going to just deselect this here and then maybe have that and then do a seam
like that here.
So I'm selecting all the way through here.
So you can see how these things are also being selected there.
And then I have a seam right here.
That's going to be my first seam, I think.
So I'm going to take this and just say mark seam, basically.
And then if I select everything, you can see that's how much it's unwrapped right now.
We don't need to press unwrap right now, because it's not going to make any sense.
But that's what's going on here.
So we've got a seam there.
Then I think we can do one along the cranium here, and that way the face will kind of unfold
that way and that way.
So I'm going to mark a seam there.
We might need to mark a seam for the ears, but I think we'll just let it be a little
bit unfolded like that.
I think that's totally okay.
Then we can do some for the arm here.
It's always interesting with the arms, different places to do them.
But I think, actually, you know what?
That's pretty good.
Now, I also want to do the other side of the arm.
The only problem is that if I go into X here, it doesn't really mark the other side.
So if I said mark seam here, it doesn't mark the other side.
So I could have a mirror on my thing, but if I don't have a mirror, because we've already
gone through that entire workflow, and we have a multi-resolution modifier, so it would
kind of break it.
If I don't have a mirror, but I do want it to be duplicated on the other side, what do
I do?
So there are some different ways.
You could try the topology mirror thing, but that's not going to really do anything still
with the mark seam.
Not mark sharp.
Sorry.
Mark seam.
That's not really a mirrorable action.
So what do you do?
What you can do is you can go to, as far as I remember, go to select and then select mirror.
And then it failed, but let's see here, zero edges mirror, 28 failed.
So why did it do that?
Select mirror.
There we go.
Okay.
So I need a topology mirror on, that's why.
And then now it actually selects the other side.
So that's pretty neat.
So that's really neat.
And this action here, select mirror, we could go to select and then right click this one
and say, add to quick favorites.
And when it's on quick favorites, we can always access it by hitting Q and then say, select
mirror.
So then I could say mark seam here.
And this is super handy for creating quick seams.
Okay.
I also need one for this separation here.
I think I'm just going to put it there and then I can, once again, say select mirror,
then mark seam.
And then I'm beginning to get the torso separated from the back here.
And then I would like one, I think I'm going to keep the ass and the back all in one piece.
So maybe I can do something kind of like that.
Does that make sense?
Maybe I will do something like this here and I'm kind of missing an edge flow a little
bit.
Maybe I can do something, I can also do something like this.
That also, that also seems pretty good.
That way I can, yeah, I think I'm going to do something like that actually.
Let's say Q, select mirror and then mark seam, mark seam right there, boink.
Then we got that marked out there.
Then I would like to have this one marked out as well.
So control shift click here.
So we're actually missing the screen cast keys here.
No, they should be, it seems like they are, okay, there they are, now they're there.
Okay, they were missing from this window apparently.
Then like that, like that, Q, select mirror, mark seam, very good.
That seems pretty good there.
And then we also want one for the inside of the leg here.
Let's see what we can get.
Oh, this one's running all the way up like that.
We don't really need it all the way there.
So maybe I can get like that and then deselect some of it here and then say, I don't need
all this.
I don't need all that.
I don't need all this here, don't need all this, don't need that.
I actually don't need all of this here either.
I just want that part of the leg there.
Let's try it until there maybe, and then I say Q, select mirror, and then I say mark
seam like that.
And then we can cut the foot also, select mirror, mark seam, that seems pretty good
like that.
And then the foot, where do we want to wrap the foot around?
We could say that we just create this one where the foot kind of wraps around here and
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then connects on the back basically there, and then it, yeah, I think that's fine.
So Q, select mirror, mark seam, and the foot can wrap there.
So if we go in here now and say unwrap, then we're going to get some pieces that start
making some sense.
So we've got the legs there, right, those are the legs.
If we click up here, then we can see it kind of reflecting the stuff and so on and so forth.
And if you want to click on something and then click Ctrl L for selecting, then you
could say within seam, then you're only selecting within that seam basically.
So that's pretty handy.
And so we're just checking, and we got a good torso there or the back, and then we got the
front there.
So that's all working pretty well.
That's exactly how I would want it.
Then we got the hands here, and I think we can just cut it somewhere where it makes sense.
Select mirror, and then I say mark seam, oh, that was mark sharp, mark seam.
We could also add mark seam to quick favorites, so now we can go down and click mark seam
like that.
It must be very handy.
And then we need a cut for this one, and I'm going to put it underneath the arm.
I typically like putting it underneath the arm.
We could also make it follow this one.
That would be, that actually wouldn't be too bad of an idea.
And then we can just follow this one down, oh, like that, cute, select, oh, select mirror,
and then mark seam.
Then we actually got the arm separated out there as well, so that is pretty handy.
We got the face stuff going on there.
Then we have the hands, and I think the hands typically, I split them in two if I can, and
usually along the thumb here.
Let's see here, oh, that splits it actually perfectly right there, and it goes all the
way across to the other one.
So let's just deselect all this stuff here.
Select that stuff, deselect there, deselect there, and deselect there, but otherwise it's
pretty dang perfect because of the nice topology we've done.
So I'm going to say mark, select mirror, and then mark seam.
Then we get that there, and if now we hit unwrap, then we get those hands like that,
and these are the feet, I think.
They're a little bit strange in the way they are like that, and they do have a hole in
them.
Maybe that's not absolutely ideal.
We could try, hmm, let's also do this, we just cut this one out like this, select mirror.
It doesn't matter too much because they're going to be very hidden throughout the thing
here.
Cool, so we've got that, and then mark seam, and then you unwrap kind of, then the feet
look a little bit more like plain like that.
Okay, very good.
I mean, that's technically what we need in terms of separation, no need to make it more
complicated than it already is, and that's pretty good.
We could also take out and do the mouth as a separate thing, but we're really not going
to be doing anything really fancy with it.
The one thing to consider though is that if you're picking normal maps or something like
that, then how the UVs are laid out might cause some deformation if you haven't done
kind of nice UV layouts and stuff like that.
But I think the body is my main concern, and then I think the face will work out like this
as well.
Very nice, cool.
So that's the UV for this one, then we just got to do the layout kind of.
So what I have here is that maybe I'll just hit UV unwrap, and then on the little box
here I'll say, that sounds good, don't know what that means, scaled, yeah, margin, okay
that also sounds good.
And then maybe I can pack these somehow, so I'm just going to go here and then say UV,
and then say pack islands, and then rotate, let's see here, I think we'll just do it by
hand here.
So I'm going to take the face here and I'm going to make that one a little bit bigger
than everything else, just so I have that as a thing.
And then this here is the, oh I don't even know what that is.
What is that actually?
What part of the body is that?
Oh it's the foot, oh right, it's the foot, and there's two of those, then there should
be two of them, okay, great, cool, okay, so we got the hands here, I'm going to go into
island mode here, we'll just select the islands, there we go, then we have the arms as well.
I want to scale everything else kind of relative to each other, so this body here, the body
stuff, if I can pack that somehow that way it makes sense.
If you also, if you like painting this kind of textures in Photoshop you can also do that,
and then I would suggest laying out your maps in a way where they kind of, they're aligned
in the right direction as much as possible.
So here we got the thighs, let's see here, the thighs can be a little bit difficult to
place, maybe this one fits better there, it's a little bit of a puzzle like this, just figuring
out what works best, like that, and then we got the arms here, but if you do it by
hand typically you can get quite good results, but there's also some very nice packing tools
out there, but blenders could definitely use a hand, which is funny when I'm adjusting
the hands, like that, let's see here, something along those lines, then we got these feet
here, got one there, I got one there, then I got this one foot here, I think I can maybe
put these ones in here, I think we got space for everything, we could probably have scaled
up some of the stuff, but I'm quite happy with this arrangement right now, so I'm going
to leave it at that, that's the tiles for the body, because that's done, and remember
to save of course.
And now we can do the same, but for all the items, which means that there's some items
we need to just adjust a tiny bit, I'm going to hit slash and bring all the items back
here, so for the items, what's important to note is that all the items will be on one
tile, like all of the body was on one tile, and before I forget actually, the eyes, they
also need to be somewhere, and I think they should belong with the body, so I'm just going
to isolate these two here and just get the eyes as well, I forgot that one actually,
and it'll have a, what if we say just unwrap, then it'll have a tiling like that, that means
that it's going to transition from one to the other, but we could also have one where
the eye, we kind of see the front, and then we could draw that in, so if we say you project
from view, and then if you take this and just scale that up and place that in the middle,
then I think that's actually going to work pretty well, yeah, and then, because we're
never going to see the back of the eye anyway, so we can do a transition trail off there
actually, we need that eye to exist with the body I think, or should we actually, should
we do the eyes separately, no, let's do it with the body, just to keep it simple, and
then we get the eye here, and then we just got to find a good spot for that one, wherever
we have the most space, that seems like a pretty good spot right there, for the eye,
exactly, then we have that, and it's part of the same UV tile essentially, so when we
combine, we could combine the eyes with the body, typically because they're almost two
separate objects, I would not combine them, but because the character is so simple, then
I think it's totally fine to do, but we're going to keep them separate for now, because
we're doing the whole multi-res workflow and all this stuff, okay, back to the items, I'm
just going to clean up the scene a little bit here, so I'm going to call this one body,
the eyes are going to be eyes, and they get to live underneath the body here, I'm going
to shift drag underneath the body that parents it, and then we have all the items here, we're
going to call this rope, we're going to call this hood, we're going to call this belt,
we're going to call this, yeah cloth is fine, pants, let's call them pants, helmet, scabbard,
bag, and we got sword, and then this one is the sandals, sandals like that, so I want
to take the body here, no, I want to take all the items and put them in their own collection
here, so I'm going to select all of it, press M, new collection, and say items, and then
we have that, so we can easily deselect stuff, so now I'm going to remove the character and
we just have the items, and we want to pack all these in the UV tiles, so we have a few
things we want to unwrap differently, most of the stuff we can kind of just do an automatic
UV unwrapping, which isn't the best, but we're also going to not, we're not going to be doing
anything really complicated texturing, so it's fine, you could go and do it by hand
like we did with the body, but I think it's not really necessary, the cloth though, because
it's kind of one seamless stretch piece, they can be unwrapped differently, so if we select
both these cloths here, I'm selecting both at once, hit U, and then unwrap, then we're
going to get this kind of layout, and it's important that you make sure that all your
transforms are applied, so going in and pressing CTRL A, rotation, and scale, because it will
affect the way the UV tiles are laid out, but here they're scaled according to each
other, we are getting this one, this one is kind of crooked now, so it means if you wanted
to do some kind of pattern on it, it would be a little bit difficult, but something you
could do, is you could turn on soft selection, and then just hand correct it a little bit,
or you could have unwrapped it while it was still nice and neat before we sculpted it,
which would probably have been the best way of doing it, but that's hindsight, but it's
also good to know that you can always fix it a little bit later on, there's always a
way out, something like this, just making it a bit more straight, and then I could also
scale here, if I wanted to make this really straight, I could do that, but I think this
is pretty good, then I got that, then I just want to make sure not to unwrap this one again,
because now it's been, I've kind of spent some time unfolding it, this one is fine,
this one is fine, the way it is right now, cool, so I'm going to keep those, I'm just
going to put them over here for now, so they're out of sight, out of mind, and then the rest
of the stuff is going to be unwrapped, except for the rope actually, I'm going to show the
rope afterwards, so we'll take the belt, the bag, the sandals, and the sword, and the helmet,
now the sandals are technically mirrors of each other, so you could just unwrap one and
then have it be mirrored, and for saving texture space, that might be the right way of doing
it, I'm going to have them be unique, so I'll just leave them the way they are, oh actually
the pants, underpants here, they also need, and I actually did a seam here a little bit
earlier, I think these ones, if I just unwrap these, yeah, then I get that, it's not so
important how these ones are, but having something is definitely useful, maybe I can do this
and then select mirror, and then, let's say mark seam, mark seam, and then I can try unwrapping
again, then I get these two pieces, that's also a little bit bizarre, let's see if I
cut those two there, then what do I get, none of it is really great, I'll leave it like
that, I think it's fine, those kind of count as the cloth here, the underpants, so I just
want to scale those down and put them over there for now, okay, but the rest here, actually
the bag could also, it's almost like all of it can be done quite differently, yeah, the
bag actually, and then just giving it a simple seam somewhere to unwrap it, let's see, the
biggest problem is this here, I could mark a seam there actually, mark a seam and then
UV unwrap, then you got that one there, so this one would probably have to be unwrapped
with Smart UV Project, and then scaling this one to 90, it gives us the biggest pieces,
then I get something, oh actually that doesn't work quite nicely, let's try that, okay so
not quite 90, but something close to 90, then I get these pieces, yeah, that's what I wanted,
and then if I select the whole thing, I can say unwrap, yeah, and then we get that, exactly,
the Smart UV Project just kind of creates its own seams and stuff, it's pretty simple,
so we got that here, that there, and this one, it can also, you can see it's all mumbo-jumbo
right now, I'm just gonna say Smart UV Project and try it, I'm gonna do full on this one,
so full 89 on this one to get the fewest pieces, and then I'm just gonna leave it there,
that sounds good, the scabbard, Smart UV Project, also just leave it, hmm,
so we actually get with the different ones here, no I think just full like that,
that's pretty good, and then the sandals here, Smart UV Project, and we're getting a lot of
bits here, but that's also okay, that's because we have so many straps and edges and things,
that's not gonna be great, but we'll leave it at that, we've got the scabbard,
and then we have the helmet, and then there we're also gonna say Smart UV Project,
and see what we get with the different ones here, yeah, and that's really the best we're
gonna get with that one, and Smart UV Project for the sword, and I also just want the most
pieces right there, and I think those were all of them, and the rope we're gonna wait
with a little bit, then I'm gonna take all of these things here, and then I'm gonna show you
something that Blender really isn't very good at, and that is, and that is packing the island,
so let's say we have all this stuff, and it's scaled like this, and we want to now pack it
into this thing, then you could go to, because we wouldn't be able to take each piece here,
and just sort them, that would be a nightmare, if we go to UV, and then say Pack Islands,
we're gonna get this, and it has a lot of gaps in it, it's really not that great,
and we would want some things to be bigger, and all these things, so what do we do,
well the biggest thing we can do here now, is we can use an add-on called UV Packer,
and I think Blender has this one add-on, or there's an add-on somebody created called UV
Packer Blender, I think it's literally uv-packer.com, it looks like this, it's fast,
accurate, and free, and you can get it for Blender, it's an add-on, and an executable,
and they have some installation guides here, it's very simple to install, pretty easy,
but I recommend that one, but that one is a lot more powerful, and I can see I have it here,
called UV Packer, and if I take all the same islands, and then I pack them, you can see it's
a lot better at filling out the details with the stuff I have, so it's a lot more efficient,
but what I need right now, is I need to adjust the scale of the different stuff,
and there's some settings for like, how big you want stuff to be, and all these things,
you could also do, I think, I guess that wouldn't really, oh that actually does affect it,
because we're packing multiple times, and then it's telling us how well filled out it is there,
nice, so what I'm going to do now, is that I'm going to scale everything relative to each other,
so that I can prioritize which bits I want the biggest, right now you can see the sandals are
huge in comparison to the cloth, and I don't want that, so I'm going to take all the stuff here,
all the stuff here, like this, and the underpants, and probably also the bag,
and I'm going to pull that out, those are those things, so I can scale those things on their own,
so I think these things being a little bit bigger is absolutely fine,
like that, and then this bag definitely does not need to be that big, it can be like this big,
it should be a lot, a lot smaller than the rest of the stuff here, so just scaling it
relative to each other, yeah that seems pretty good, then I have the belt here,
and then if I say UV, smart UV project here, I've got that, I'm just going to pack these ones
pack these ones together, and then how much space do I want this to take up, maybe like
like that, there's also a way, you know, just like packing it like this, and then you can
you can tile them like that, then we could take the scabbard here,
then I could pack these, and then the scabbard definitely could take up a bit more space,
something along these lines here, that seems fair, then we have the helmet here,
and the helmet, probably want a little bit of resolution for the helmet, it is
kind of the bit that's going to be the the closest to everything, and then the sword,
I definitely want some space for the sword, and you can see here it's stretching all the way
there, and I think that's just the way it's going to be, that is this big, okay nice,
so let's see it with everything here, if I select all the stuff here, get that, get that, get that,
get that, get that, then I have this stuff as well, and how big should everything be,
or I can see I got some stuff from the back here, this stuff is definitely too big,
this stuff is definitely too big,
let's see here,
placing this kind of that size there, that seems pretty good,
we got that going on there, I don't know what those bits are, but let's see here,
yeah that sounds good, yep that looks good, okay so this one, so let's pack the sandals here,
and scale the sandals, that was the one I forgot about, I mean that can also just be a tile like
that, then we're looking, that's the rope here, we don't need that one, select everything else,
cool, then we have that, and let's see, and then we have that,
then we have that, and let's see, I think this stuff here can probably be a little bit bigger
in comparison to some of the other stuff, like that,
and this, yeah that seems right, so I'm just relative to each other, and then I'm going to
try to pack it, and then now I get a much more reasonable distribution where the cloth is big,
and all this stuff, and that's exactly what I was looking for, and this looks pretty good,
and then the packing for the items is pretty much done, you can see I got this one, it's that size,
that seems good, I got the cloth, it's big, I got this one, good size, I got the helmet,
you know, scattered about, but it works, and that one, and then I have one thing that I forgot,
which is this little skull, so let's see if we can figure out how to unwrap this one,
okay, I think I already unwrapped this one off camera, but I essentially just created a
loop around it, like for the thing, and then unwrapped it like that, okay, let's see here,
what can we do, what can we do, if I select everything, and then that one,
I select this one here, and then maybe I can find a spot for it, where it's not in
too much of the way,
let's see here,
or we could include it actually, let's potentially include it, I'm just going to scale it to
something reasonable, so something like that, and then keep the other stuff like this,
and then we do have one problem, which is this one here, so the rope, so the rope used to be a rope,
and then I applied it, so it became a normal thing, but when, or it used to be a curve,
sorry, the rope used to be a curve, and then I applied it, so it became a proper mesh,
but when something's been a curve, it has its own set of UVs, and those UVs actually work
quite neatly, because if you just put on a wave texture, I'm just going to go over here,
create a new material, and then create a wave texture, plug that one in, then you get this
right now, right, which is already kind of looking like a rope, because of the textures,
but even better, if you actually hook this up to the UVs, then you can see how it actually
follows the strands really well, right, and it's a little bit less here and there,
like in terms of the stretching, but you can mess with it, if you even rotate this
with an angle, then you get this kind of like rope-like pattern, right, and we want to bake
that on top of the textures, and that texture map actually just looks like that, that's the
default one that it comes with, you know, it all uses the same one like this, so we want to
pack that one in as well with the rest of the stuff, so I'm going to do that as well here,
so we've got all of it now, then we're going to just say,
it depends on how big we want this one actually, I think it can be a little bit smaller,
like that, it can be kind of like that, it doesn't have to be so big, it's not a lot of
resolution, then we just take it all and pack it, and voila, it's all good, oh, except for
these two having to be exactly on the same spot, let's, how do we do that actually,
okay, so if we grab everything but one of them, and then we say pack, can I ignore one,
delete this UV map from, no, that's not what I wanted to do,
let's see here,
okay, that's actually a little bit different for it, but it might not be an issue,
it might actually look fine, I just have a little bit of inefficiency with these two,
I haven't used the UV packer enough to know if there's a way of getting around this, maybe there
is, you know, I could just place this one on top, but then I'm going to get a big gap there,
and I don't really want that, I'm going to leave it like this, and then we'll just get
some variation on our string, and I think that's fine, okay, but that essentially means that our
UVing is done for our entire character, so that's awesome, and that kind of marks the
end for this chapter, and then we're going to move on to the next one.
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