Blender Basic UV Unwrapping Tutorial (Donut Part 6) — Transcript
Full transcript
- 0:00The time has come to UV unwrap and
- 0:02texture our mug. So, we did a little bit
- 0:06with our icing, our donut, and our
- 0:08plate. We got most of that for free.
- 0:11Um it those were very simple objects.
- 0:12This is a little more complex, so we're
- 0:14going to have some fun with it. So,
- 0:16first things first, we need to apply a
- 0:17texture to it so that we can see the UV
- 0:19unwrapping and see that it's working
- 0:21well. So, I'm going to hit N to bring up
- 0:23my properties and uh I'm using the
- 0:26polygon add-on and I'm going to apply
- 0:28the ceramic texture that we're going to
- 0:29use. So, the free one that we're using
- 0:31for this tutorial you can find by typing
- 0:32in donut 5. That'll bring up all the
- 0:35ones we're going to use in this
- 0:36tutorial. And uh the one we're using is
- 0:38this one, this rustic gold uh ceramic
- 0:41texture. So, I've already downloaded it,
- 0:43so you'll see uh download. It'll look
- 0:44like download like that. Um and then
- 0:47with the mug selected, you want to hit
- 0:50apply. If the mug isn't selected like
- 0:52that, you'll see import, which would
- 0:53just like load it in as a like fake user
- 0:57material that you could reference. But
- 0:58anyways, so select the mug and then say
- 1:00apply. And now we can close that and
- 1:02let's take a look. Now, you might be
- 1:04surprised at how well that came in.
- 1:06Like, the handle's no good, but the rest
- 1:08of it is semi okay, right? There's some
- 1:12stretching on the rim and the base, but
- 1:14like why did that come in okay? So, if
- 1:17you go to the UV editor here, you can
- 1:19see we got some islands and this matches
- 1:22exactly what you would expect if you
- 1:24created a cylinder. So, when we modeled
- 1:27this mug, you remember we started with a
- 1:29cylinder. And that's a primitive object
- 1:31and Blender automatically UV unwraps the
- 1:33primitive objects for us. So, everything
- 1:34that is still a cylinder form
- 1:37is okay, but everything else that we
- 1:39created from scratch like this handle
- 1:40here, it has no idea what to do with it.
- 1:42So, it's all stretched and all screwed
- 1:44up. So, basically we have to start from
- 1:45scratch and um and do this again. But
- 1:48that's okay, that's the point of this
- 1:49tutorial to learn how to do UV
- 1:51unwrapping.
- 1:52So, as I explained with the icing, the
- 1:54best way to think about uh UV unwrapping
- 1:57is to imagine that this object was made
- 2:00of paper and we have to lay it flat onto
- 2:03a 2D surface, which is what this is over
- 2:05here. This is the 3D uh object. This is
- 2:09the flat surface it's being laid on. So,
- 2:11it's like we are turning this into paper
- 2:13and we have to lay it flat. Where would
- 2:15you put the cuts on this object in order
- 2:18to make it flat there?
- 2:21And so, the most obvious place you could
- 2:22think of if you're looking at doing this
- 2:24is like I know for sure this handle has
- 2:26to be separated from the rest of it in
- 2:28order to start to lay it flat. By the
- 2:30way, uh before we start, it would
- 2:32probably help with your um
- 2:34uh mug selected, in the modifiers,
- 2:36you've got this little box there that
- 2:38says uh on cage. So, if it's turned off,
- 2:41it'll show you like the un subdivided
- 2:43result around it, but then like parts of
- 2:45it get hidden by the mesh. So, I usually
- 2:47turn it on just so that I can see it and
- 2:49like all the mesh is visible. Just makes
- 2:51UV unwrapping it uh a little bit easier.
- 2:53Okay, so the handle needs to be
- 2:54separated. So, right here is an incision
- 2:57point, right? So, I'm going to select
- 2:58these vertices here by holding down
- 3:00shift and just shift selecting. Then I'm
- 3:02going to hit control E and then select
- 3:05mark seam. Now, Blender won't have
- 3:08updated yet, so this hasn't changed over
- 3:09here. So, if in order to see that, we
- 3:11would first have to select the whole
- 3:13mesh, then go U and then select unwrap.
- 3:16Or the method that I prefer to do, and I
- 3:18would suggest you do this too, in your
- 3:193D view over here, there's a little
- 3:21options drop-down at the top there. If
- 3:23you click that and then select live
- 3:25unwrap. Now, whenever you do um a seam,
- 3:29so let's just do another seam here, mark
- 3:30seam on the same spot, um it will
- 3:33automatically do that UV unwrap for you.
- 3:34So, that's really helpful. Um now, it
- 3:37looks worse. You have to go backwards
- 3:38before you can go forwards, um but
- 3:40that's okay. So, we've only got one uh
- 3:42incision, so let's do another one, the
- 3:44other half of the handle. So, down here,
- 3:46I'm going to select these points
- 3:47like so and then hit control E and then
- 3:50mark seam. Okay. So, now it has changed.
- 3:53So, we've got the handle here. Now, if
- 3:56you want to select just the handle, by
- 3:57the way, in the 3D viewport, if you just
- 4:00mouse over that part of the motion of
- 4:02the the motion the mesh and then hit L,
- 4:06then in this little um
- 4:08uh last used box here, if you select
- 4:10seam, it'll now just select the parts of
- 4:13the mesh that match that seam. Um by the
- 4:15way, I should also be in edge select
- 4:17mode, that would definitely be helpful
- 4:19um because we're placing seams on edges.
- 4:21But yeah, if I do that now, uh that
- 4:22selection, you can clearly see that this
- 4:24is the part of the mesh, which is this
- 4:26handle over here. So, it's been
- 4:28separated, okay? So, we've got like two
- 4:30parts of the mesh. We've got all of them
- 4:32this part of the mug, which is this mess
- 4:34over here, and then we've got this
- 4:35handle here, which is this part over
- 4:37here. So, this is like somewhat uh
- 4:40unwrapped, but again, if this was made
- 4:42of paper, to lay it flat, we would have
- 4:44to do another incision. So, when I'm
- 4:46placing a incision like this, like I
- 4:48have to place an incision somewhere
- 4:50here, right? Like here, here, here, or
- 4:52here. And because a uh a seam generally
- 4:57makes a seam like a visible line in a
- 5:01texture that will often not be um like
- 5:03lined up, that that can look ugly,
- 5:05right? It's like it's not a good look
- 5:07for a model. So, often when you're
- 5:09placing a seam, you put it in a place
- 5:10that is hidden. So, I mean, it it would
- 5:13be a really good spot if we had like a
- 5:14line right down the middle of the mug
- 5:16there, but next best thing, I'll place
- 5:18it just to the side there. So, holding
- 5:20down alt, select that edge. Now, I'm
- 5:21going to hit control E and then say
- 5:23seam. And now, look at that. This now
- 5:27has been pretty well UV unwrapped, okay?
- 5:32That section there. That's pretty good.
- 5:34So, now we just have to do the same for
- 5:36the rest of the mug here. And this is
- 5:37pretty easy to do. So, it's I mean, you
- 5:39can tell like one place we would have to
- 5:41put a cut um would be like the base of
- 5:44it, like right here
- 5:46um inside of our mug. So, I'm going to
- 5:48hold down alt just on this face at the
- 5:50bottom there and I'm going to hit
- 5:51control E and I'm going to say seam just
- 5:53to separate that that single circle
- 5:55there out by itself. Now, I I need to
- 5:58put one cut that goes right down the um
- 6:01right down like here, like this part of
- 6:04a mesh. Like I need to do a cut right
- 6:05there. But again, that can create like a
- 6:08visible like line, so I want to try to
- 6:10hide it by putting it on like close to
- 6:12this handle here.
- 6:14Because also there are other seams here
- 6:16and it will just kind of help to just
- 6:17have it on one part of the mesh. Um
- 6:19because like you you could like move it
- 6:21and hide it by the camera and stuff like
- 6:22that. So, it just helps to put it all in
- 6:23one place. So, holding down alt here, so
- 6:26alt, click on that. So, it goes all the
- 6:29way down to there. And then it kind of
- 6:31stops here on the handle there. So, I'm
- 6:32going to select this line just holding
- 6:34down shift. And then I also want to do
- 6:35it right there. So,
- 6:37um holding down alt on that and now I'm
- 6:40going to hit control E and then say mark
- 6:42seam.
- 6:43Okay. So, now that's looking a lot more
- 6:45uh released, right? There's less uh
- 6:47tension in there, but there is still
- 6:49this like pinching effect happening at
- 6:50the bottom there. So, just like in the
- 6:52middle there, when we selected that and
- 6:53separated it, I want to select this part
- 6:56of the mesh, which is underneath the
- 6:57mug, and I want to unwrap that. Or
- 6:59sorry, I I place a seam there. By the
- 7:01way, if you want to like like cuz we
- 7:02can't really get to that very easily,
- 7:05if you want to just see an object by
- 7:07itself, you can hit forward slash. So,
- 7:09in object mode with the mug selected,
- 7:11forward slash. And now everything has
- 7:14vanished. Now, Blender doesn't do a very
- 7:16good job of showing you that you have
- 7:18you're just looking at an isolated view
- 7:20except for at the top there where it
- 7:22says local. So, there's many times when
- 7:24I'm using Blender and I think I'm like,
- 7:25"Where's the rest of my scene?" And then
- 7:28I remember, "Oh, that's right. I'm in
- 7:29isolated mode." And you only know
- 7:31because it says local there. So, you
- 7:33just have to remember if like you ever
- 7:34get to that point of like, "Where is
- 7:35everything? What?" Just forward slash
- 7:38and it'll bring it back, okay? So,
- 7:39forward slash, uh there we go. And by
- 7:41the way, if you don't have a uh forward
- 7:43slash key, you can go to view um and
- 7:46then go local view, toggle local view
- 7:48like that. All right. So, now that I've
- 7:49done that, I can get underneath my mug
- 7:51edit mode and I'll select this, say
- 7:53control E, and then I'm going to say
- 7:55mark seam. Okay. So, now when we look at
- 7:59this, you can see we've we've now we
- 8:01have pretty well successfully UV
- 8:03unwrapped this, okay? Cuz these points
- 8:05are now they're they they've been
- 8:07flattened out. Now, there's there's some
- 8:09stretching. There's always going to be
- 8:11some stretching, but as long it is not
- 8:13like obvious, it's generally okay. But
- 8:15now what I want to do um is I want to
- 8:17load in the actual texture that's that's
- 8:18being viewed here. So, I can see where
- 8:21this like line is being uh viewed on the
- 8:23um on the mug there. So, from the
- 8:25drop-down here, I'm going to select that
- 8:26base color, this little ceramic mug
- 8:28here, which by the way was actually
- 8:30scanned from a real mug um that we uh we
- 8:33we bought and then scanned around it.
- 8:34So, this actually matches like what
- 8:36you'd find in a store. Um so, it's
- 8:38loaded in there and now with this island
- 8:41uh which I can select by hitting L like
- 8:43that, I can now, hitting R, I can start
- 8:46to rotate and move it around like this.
- 8:49Okay. So, I'm going to place this. Let's
- 8:50go right I'm just kind of guessing, but
- 8:53that is yeah, that's the bottom of my
- 8:55mesh. So, if you don't know, like you
- 8:56can go into like face select mode and
- 8:58just like select a few faces and you can
- 9:00see them like update over there like
- 9:02that, which is cool.
- 9:03Um but yeah, so that's the bottom of the
- 9:05mug, which is good. And let's get that
- 9:07like, you know, try and get try and get
- 9:10a straight line there, okay? And you can
- 9:12see we can't.
- 9:15Right? We've got the line like going up
- 9:17here and then we've got another line
- 9:19coming down here. And obviously we want
- 9:21these to meet, but how can we do that,
- 9:24right? Because the lines are doing that
- 9:26because this part of the mesh is all the
- 9:28way uh over here and then the other part
- 9:30of the mesh is like yeah, much higher
- 9:32up, right? So, we essentially, in order
- 9:34to get this to to line up, we need to
- 9:37make this island here look straight.
- 9:39Basically like almost like what it was
- 9:41before when it was uh the default
- 9:43cylinder view. Now, there are some tools
- 9:45in Blender that let you like quickly
- 9:47align like one line, right? So, if I
- 9:50selected this line here, I could right
- 9:52click and then I could say align auto
- 9:54and you could see it would give me a
- 9:56pretty straight line for for that one
- 10:00there. The problem is is that it just
- 10:01does that one line. If I wanted to do
- 10:04all of it, I would have to do these like
- 10:06one by one like this. So, Blender really
- 10:09needs a tool
- 10:11that would like let this happen like
- 10:13easily across an entire island. And
- 10:15although Blender doesn't have this tool,
- 10:17there is a free extension and it's a
- 10:19great excuse to talk about extensions in
- 10:21Blender and how to install them.
- 10:23But yeah, there's a free one and it's
- 10:24amazing and so I'm going to show you how
- 10:26to get it. So, go to edit, then
- 10:28preferences, then go get extensions. And
- 10:32with a fresh install, it'll first ask
- 10:34you do want to let Blender read the
- 10:36internet cuz it's not going to do that
- 10:37without your permission. So, say allow
- 10:39online access. And by the way, you can
- 10:41change that in the future if you want
- 10:43inside of system, allow online access.
- 10:45Anyways, now that you're here in the top
- 10:48right-hand corner of the get extensions,
- 10:50there's a little unassuming drop down.
- 10:53Then click on visit extensions platform.
- 10:56find them by just going to
- 10:57extensions.blender.org.
- 10:59Anyways, so these are all extensions
- 11:02that
- 11:03they're not made by Blender. So, they're
- 11:05not like official, but they are all
- 11:07free. So, they all have to meet the
- 11:08criteria of free. I believe there's some
- 11:10other things in there like it has to I
- 11:12don't know, probably like safety checks
- 11:13and things like that. But these just
- 11:15like expand the capabilities of Blender
- 11:17by the community. So, the one that we're
- 11:18looking for is actually this one here,
- 11:20Moi 3D UV, which you could find by just
- 11:23I think typing in UV. Weirdly, when I
- 11:25was typing in Moi 3D,
- 11:28oh no, that's right. Oh, it's Mio. Oh,
- 11:30that's why I wasn't finding it. It's Mio
- 11:323D. Okay, there you go. I I thought
- 11:34Blender's search was so bad, but it was
- 11:36just a Mio 3D, not Moi. All right. Mio
- 11:393D UV. Okay. So, this is the extension.
- 11:43And you might think like I have to
- 11:44download something, unzip and do that.
- 11:46No, it's actually really simple. So, all
- 11:48you do is you grab your browser like
- 11:49this, just like separate it to make it
- 11:52like a half window like this.
- 11:55Then, all you're going to do is
- 11:58you're going to in the bottom corner of
- 12:00this little window here where it says
- 12:02get add-on, you're going to click that.
- 12:04And then you get this like little
- 12:05outline box there. And see how your
- 12:06cursor changes to this little like
- 12:08crosshair thing? You just click and drag
- 12:11out from that and then drop it into
- 12:13Blender. And it'll now say do you want
- 12:16to install it? And you say yes, I do.
- 12:19And then that's it.
- 12:21You can see at the bottom there it says
- 12:22installed Mio 3D UV. UV. And now in our
- 12:26UV editor over here in this window, if I
- 12:29hit N to bring up properties, you can
- 12:31see I've got a little option here that
- 12:33says Mio 3D. And look, we've got a bunch
- 12:36of options that I honestly have not
- 12:38played with most of them.
- 12:40Most of the ones I'm looking for are
- 12:41right at the top here. So, the one that
- 12:44I use all the time is gridify. Okay, and
- 12:46look what happens as I click this.
- 12:48Da da. It does what we're looking for.
- 12:51It converted that from this like
- 12:54stretched like kind of view to making it
- 12:58look actually squarish and and like a
- 13:01grid. And that is perfect. And now you
- 13:03can see that line there across the
- 13:06ceramic is lining up across it. So, that
- 13:08is absolutely perfect. I have no
- 13:11complaints. It is it's worked perfectly
- 13:14well. I do though just want to apply it
- 13:16to this part of the handle as well
- 13:18because the same thing would apply to
- 13:19that. Make sure I do it in face select
- 13:21mode, so I'll hit L. So, I'm just
- 13:23selecting the handle by itself. And then
- 13:26here with this Oh, you can also just do
- 13:27it on the island itself there like that.
- 13:29And then go to Mio again and I'm looking
- 13:32for gridify.
- 13:34Okay, and there we go.
- 13:36Great. Now,
- 13:38you you can position these however you
- 13:40want. So, you can select an island by
- 13:41hitting L and then you can like find a
- 13:43different portion of it. By the way, if
- 13:46you don't want to see the like cuz you
- 13:48can't really see the texture under it
- 13:49very well, sometimes I just disable the
- 13:52overlay at the top of the screen there.
- 13:53That will just like disable all the
- 13:55overlays so you can't see anything on
- 13:57the mesh there at all.
- 13:58So, you just have to remember that it's
- 13:59doing that. But when I've got that, now
- 14:02I can like move things around
- 14:04and I can see them visualized on the
- 14:06actual mesh there, which is helpful. So,
- 14:08if I wanted to be like a larger looking
- 14:10texture, I could make it smaller, right?
- 14:12That's a kind of a look. Or I could make
- 14:14it bigger and I'll probably make it like
- 14:15somewhere in between.
- 14:17About
- 14:18about there I think actually looks kind
- 14:20of good.
- 14:22Actually, yeah, basically filling the
- 14:23space like that from like left to right,
- 14:25which is nice. And then for the handle,
- 14:28I need to also resize that. So, I'm
- 14:30going to select this part of the handle.
- 14:32And by the way, you'll notice as you
- 14:33slide it off the screen there, it
- 14:35doesn't matter where it is because it's
- 14:36just going to be tiled. Okay? So, that
- 14:38texture is just tiling all the way to
- 14:40the left and to the right and and above
- 14:41it.
- 14:42So, yeah. So, I can position this
- 14:44wherever I want like so.
- 14:46Now, you can see here this little empty
- 14:48patch here, right? This is one part of
- 14:51the handle cut, right? It's that
- 14:53section. And then this section here
- 14:56would be this right here. So, if you
- 14:57actually wanted to line it up to be
- 14:59perfect and also get the texture, it's
- 15:02it's called like matching the texel
- 15:04density across the islands.
- 15:06But yeah, you could like scale this down
- 15:08to be
- 15:10like roughly the same portion, like the
- 15:12same part of the mesh if you want to.
- 15:14There's still like this extra stretching
- 15:16and stuff in there.
- 15:17The other thing I sometimes do is like I
- 15:19look at the size of a square like this
- 15:22and then I go like what is the size of
- 15:24the square over here? And it's like, all
- 15:26right, that's pretty close, but I can
- 15:27see it needs to be stretched like
- 15:29further this way, right? Cuz this is
- 15:31more rectangular than this. This is more
- 15:33kind of squarish. So, I'm going to
- 15:34select this whole island and I could hit
- 15:36S and then Y
- 15:39like so.
- 15:41So, till they're kind of kind of the
- 15:43same size like that. And then just to
- 15:45make them fit, I would scale that down
- 15:47again.
- 15:48And there you go. And now I'm just going
- 15:50to move that up a little bit just so
- 15:53that this part here
- 15:55of my my texture. I want it to kind of
- 15:56line up there. I don't even know
- 15:58actually if this is physically possible.
- 15:59Maybe somebody who works in pottery will
- 16:01tell me. But like see how it looks like
- 16:03it's kind of like dipped in something? I
- 16:05don't even know if that's like something
- 16:07that is like painted or like branded or
- 16:09something. Like can it go halfway up the
- 16:12handle as well?
- 16:14I'm assuming it did. Maybe I thought it
- 16:15was like dipped in something, but that
- 16:16could be like this could be a completely
- 16:18implausible mug is all I'm saying.
- 16:21But that that's how it is in 3D like you
- 16:24have artists that have like never done
- 16:27engineering before and they design a
- 16:28robot. And then like everyone's like,
- 16:30yeah, that looks cool. And then like all
- 16:31the people in engineering are like, you
- 16:33know, that's never going to fly, you
- 16:35know?
- 16:37But that's that's fine. It's part of the
- 16:39part of the fun of it.
- 16:40Okay, now there's there's a lot of
- 16:42stretching going on right here. And
- 16:44that's because this gridify thing as
- 16:45good as as good as it is, you could see
- 16:48that this part, right? It's really like
- 16:51shrunk it in there and it's made it a
- 16:52really thin line. So, all I'm going to
- 16:54do is I'm going to go into edge select
- 16:56mode by hitting two. I'm going to select
- 16:58that edge. Oh, okay, I can't select that
- 17:00edge very well. I'll just shift select
- 17:02them one by one like that. And then I'm
- 17:04just going to pull it up just to add
- 17:06more detail there like so. And I think
- 17:09it is also like
- 17:12stretched a little bit because it's kind
- 17:13of like wrapped around it and it's kind
- 17:16of like peeling outwards a little bit. I
- 17:18think it works a little bit better if
- 17:19you also scale that part out a little
- 17:22more. So, I'm just scaling out that
- 17:23line. And you can see that has now
- 17:25blended in pretty seamlessly. Like
- 17:28that's about I mean, it's a little messy
- 17:30there, but it's about as good as it
- 17:31would get on that. That's that's pretty
- 17:33good. And then I'll just do the same for
- 17:35the bottom part here. So, I'll select
- 17:37these edges.
- 17:39Actually, no, I'll do it over here. You
- 17:40can see you get both parts of it, right?
- 17:42Cuz that line there exists across two
- 17:45islands, right? This island and then
- 17:47this island here. So, anyways, I'll
- 17:49select this in the editor here.
- 17:52And then I'm going to pull it down to
- 17:54give me more data. And then I'm going to
- 17:56scale it out a little bit as well.
- 17:59And look at that. That's pretty good.
- 18:03We've got a pretty seamless looking
- 18:05result.
- 18:07I mean, and honestly, that's that's
- 18:08about as good as it gets. And by the
- 18:10way, I I should have said like it
- 18:11doesn't actually matter that the UV
- 18:13islands are overlapping here. But it
- 18:15does matter if you were to be painting
- 18:18onto this.
- 18:19And the reason that that that makes a
- 18:21difference is like you can imagine if
- 18:22you were doing a paintbrush and you had
- 18:24painted parts of the mesh here and like
- 18:26one part was for the handle and this
- 18:28part was for that. If you had islands
- 18:30that were overlapping each other, then
- 18:32you would have like different parts of
- 18:33the painting like appearing twice across
- 18:35it. So, there's kind of like two styles
- 18:38to UV unwrapping. This is the simplest
- 18:40one, which is just like if you've got an
- 18:41image that you've got off the internet
- 18:43or a texture or whatever that's just
- 18:44being tiled across it or even not tiled.
- 18:47Like it doesn't matter if things are
- 18:49overlapping because, you know, the
- 18:51texture is different enough your eyes
- 18:53not going to spot it. But if it's
- 18:54painted, yes, they do have to be
- 18:56separate parts. And another thing as
- 18:58well, if you're UV unwrapping for a game
- 19:00asset, it's even more complex because
- 19:03all the islands have to be separated,
- 19:05but there's also like margin because
- 19:07like in games you develop like multiple
- 19:09versions of a mesh at different
- 19:10resolutions, then there's different
- 19:12texture resolutions. So, you have to
- 19:14create like big margins. And it gets all
- 19:16like complicated. It it's like a
- 19:17completely separate thing. So, if you
- 19:19wanted to texture for games, you should
- 19:21probably look at like game texturing
- 19:23type tutorials if you really wanted to
- 19:25go into that. But anyways, the rest of
- 19:27it is fine. Like that part of it, all
- 19:29this like stretching in here if you
- 19:31wanted to fix that, you could. It
- 19:32doesn't matter cuz we're going to put
- 19:34some like coffee foam along the top
- 19:35there. The base of it doesn't matter cuz
- 19:38we're not going to see it.
- 19:40So, yeah.
- 19:42But that's that's also the the the thing
- 19:43to consider is like, you know, when
- 19:45people are like on Twitter and they're
- 19:46like, look at this model. Look how
- 19:47terrible it is. It's like, yeah, it
- 19:49might be for a purpose like this. It's
- 19:51designed to be viewed from above, and
- 19:53that's all it needs to do. Like, if
- 19:55you've like pulled it apart and it's
- 19:57like, "How terrible does it look?" It's
- 19:58like, "Yeah, the camera was never going
- 20:00to go in there or under there, so that's
- 20:02why it doesn't matter."
- 20:05Anyways, all right. So, the mug is
- 20:07pretty good. The only thing I'll do is
- 20:09I'm going to go to my material over
- 20:11here. Uh actually, oh, sorry. I'll go to
- 20:13my shading tab at the top there, so that
- 20:15I can access the nodes here, and I'll
- 20:17just make a few tweaks to it. Just like
- 20:19before
- 20:21when I mentioned these maps here, like,
- 20:23this is going to give you the physically
- 20:24accurate um
- 20:26data from the actual ceramic that we
- 20:28scanned, right? And it's like color
- 20:29calibrated and everything like that. Um
- 20:32but sometimes you want artistic control,
- 20:34and I want this to look shinier. This is
- 20:36a little dull for me. So, I'm going to
- 20:38disconnect my roughness here, and then
- 20:40I'm just going to play with this slider.
- 20:43Like so. So, I've still got the bumps,
- 20:44so like most of the detail that I want
- 20:46is still there, but like I don't need I
- 20:48don't need um I don't need to look as
- 20:50dull as it was, so that is pretty good.
- 20:52I also don't need the metallic shader,
- 20:54like that's just superfluous. Um there's
- 20:56another one here, ORM. Oh, sorry, not
- 20:58ORM.
- 21:00Uh ambient occlusion or AO. This is
- 21:02another one which is completely
- 21:03unnecessary. Um it's just for like
- 21:05crevices of information, but this is
- 21:07like flat ceramic, so there's no
- 21:09crevices. Um we have to provide it like
- 21:11standardized for all of our materials,
- 21:13so they're all uniform, but a lot of
- 21:15materials just don't need it. So, in a
- 21:16case like this, um I just don't want the
- 21:19AO, like this map here. So, I could just
- 21:22like disconnect that. Or actually, if
- 21:24you want to delete something like this
- 21:25and you want it to retain its
- 21:27connection, rather than just deleting
- 21:29it, cuz then you have to manually
- 21:30connect it, um if instead,
- 21:33if you hit control X, it will delete it
- 21:36and retain its connection. So, that's
- 21:37just a little tip there for you.
- 21:39Okay, great. So, now let's go back to my
- 21:43layout mode over here. Let's have a look
- 21:44at it without lighting, and that is
- 21:47pretty good.
- 21:48Now, the only thing I would change
- 21:50though, looking at this, is
- 21:52this concrete is mighty pale. It doesn't
- 21:55look very good. It doesn't look very
- 21:57luxury like a like a cafe, like a high
- 22:00highfalutin, "Ooh, look at me. I'm
- 22:02paying $9 for a coffee. Aren't I fancy?"
- 22:04Doesn't look like that, right? It looks
- 22:06like dusty, like a workman floor. So, we
- 22:09can adjust this by going to the shame
- 22:11touch. This is a great excuse to go a
- 22:13little a little into the nodes, right?
- 22:15So, this is the one that we actually
- 22:16manually set up, so it's you know, it's
- 22:18pretty clean. We just got a base color,
- 22:20and we've got a normal map, right? But
- 22:22between here and here, where it
- 22:24connects, we can adjust the color of
- 22:26this, and I'm going to show you how
- 22:29simple you can you can completely
- 22:31transform the look of a texture.
- 22:33So, if I hit
- 22:35uh shift A or just go to add at the top
- 22:36there, then go to color, and there's a
- 22:39bunch of different color options like
- 22:40brightness and contrast. I wouldn't use
- 22:42that. That's like a
- 22:43like what is brightness? What is
- 22:44contrast? There's a whole like color
- 22:46debate and things. Color ramp can be
- 22:48useful if you just want to like convert
- 22:49something to like your own set of
- 22:51colors. Uh hue saturation value, we use
- 22:53that. The one I'm looking for though is
- 22:55RGB curves. So, if I drop this in here,
- 22:58this will give me if you're familiar
- 23:00with RGB curves from like Photoshop or
- 23:02DaVinci or anything like that, this will
- 23:04let you do like an S-log uh kind of
- 23:06curve. So, essentially,
- 23:08this data at the bottom here, this is
- 23:10your uh your dark dark tones. Uh this
- 23:13would be your midtones. This would be
- 23:14your highlights, and this is like your
- 23:15clipped like highlights at the top
- 23:17there. But you can see if I make this
- 23:18look like a like a ramp like this, it
- 23:21starts to look more contrasted,
- 23:23right? And I pull it all the way down. I
- 23:25can like really transform this and make
- 23:27it look really contrasted. Look at how
- 23:29different that looks already, right?
- 23:31From just this one little thing, you
- 23:34wouldn't imagine you could convert it
- 23:35like this, but that's a simple thing,
- 23:37and it's already looking good. And then
- 23:38I want to bring out some of the whites
- 23:40as well, so I can just add at the top
- 23:42here just a little curve that goes the
- 23:43other way, so it kind of exaggerates
- 23:45some of those whites. Okay?
- 23:48Great. That's pretty good. But now, the
- 23:50other thing is is like because I've like
- 23:53crunched it and made it a little more
- 23:54contrasty, it's also brought out some of
- 23:56the colors, which are looking a little
- 23:58like yellowy green, which is a little
- 24:00unappealing. Kind of like this table
- 24:02would be like a little moldy, not great.
- 24:04So, instead, um to improve it, I can add
- 24:07another node. As I mentioned, I use this
- 24:10one a lot, hue saturation value. So, if
- 24:13I drop this in and I drop it in here,
- 24:16you could also put it before the the
- 24:18curves or after, it doesn't really
- 24:19matter. Um and then I would I just want
- 24:21to drop the saturation here, and watch
- 24:23this. Watch how completely transform
- 24:24this becomes.
- 24:26Woohoo! Look at that.
- 24:28Doesn't that look nice?
- 24:30I think it looks nice.
- 24:32It's like and you can turn off these
- 24:34nodes, by the way, like temporarily. If
- 24:35you want to mute something, it's M. M
- 24:38for mute.
- 24:39And you can select that and mute it. So,
- 24:40this is what we started with, and then
- 24:42just with two nodes, we converted this
- 24:44pale looking concrete
- 24:46into this,
- 24:47which is crazy.
- 24:50Pretty cool. Anyways, so that's that's
- 24:52nice. And then, you know, you can
- 24:54obviously play with the the roughness
- 24:55and stuff, and we'll get to that when we
- 24:56get to the
- 24:58the lighting a little bit more.
- 25:00Um but that is looking good. Oh, the
- 25:03other thing, of course, we need to add
- 25:05is our coffee foam. And this one is
- 25:08super easy, and it's another chance to
- 25:10talk about um another type of texture
- 25:12which you can find on sites like
- 25:13Polygon. Um but we need to add coffee
- 25:16foam to this. And um to do that, we need
- 25:19to start with an object that is going to
- 25:21obviously fill the top of this. And
- 25:23obviously, you know, we could go in here
- 25:24and we could like add in a circle and do
- 25:26that kind of thing, but it's also smart
- 25:29to think about like, "How can I save
- 25:30time by reusing part of my mesh that I
- 25:33already have?" So, I already know the
- 25:35exact size that the the foam to fit my
- 25:39mug, because I already have a mug here
- 25:41with a circle in it, right? Look at this
- 25:43line.
- 25:45That is a circle. If I could just take
- 25:48that and make it a new object, I can use
- 25:50it. So, to do that, I can select that
- 25:52line and then hit shift D, right? I've
- 25:55got my circle now. Then I want to hit
- 25:57escape, okay?
- 25:59So, it's now just brought it back to
- 26:00where it was, and now I'm going to hit
- 26:02P. P is how you separate something to a
- 26:05new object. So, you're separating part
- 26:07of the the mesh.
- 26:08So, now I'm going to hit selection
- 26:11like that. And now, if I go over to my
- 26:14uh outliner here, we should see two
- 26:15mugs. So, this is my original mug, and
- 26:17then this is my mug.001,
- 26:20okay? So, I'm going to call this my foam
- 26:23like that.
- 26:24And now,
- 26:26I'm going to go into edit mode.
- 26:28Uh let's put it in edit mode.
- 26:31All right, and I'll turn off the uh that
- 26:33little view there, so that I can just
- 26:35see
- 26:36Where is it? Hold on a second.
- 26:38Huh? All right. Okay. So, you have to go
- 26:40into uh wireframe mode in order to see
- 26:42it there, but yeah, that is my my
- 26:45circle. Um and actually, yeah, I should
- 26:47just be in my layout mode, shouldn't I?
- 26:48Not in shading. I should be in layout.
- 26:50So, I'm going to go here. Let's do the
- 26:51same thing. Wireframe mode. Okay.
- 26:54So, this circle obviously isn't being
- 26:56rendered because there's no face on it.
- 26:58So, if I go into here into wireframe, um
- 27:01I need to create a face on that, and I
- 27:02can do that by hitting F, okay? So, I've
- 27:05now got a face, and it's completely flat
- 27:07across it. And this is okay, and this
- 27:09would yeah, it would work for most
- 27:11things, but there is a small detail that
- 27:13you notice when you look at like like if
- 27:14you've got a if you've got a coffee on
- 27:16your desk right now, if you have a look
- 27:17at it, where the coffee like where the
- 27:20water meets the actual edge there,
- 27:23there's like surface tension, and it
- 27:25actually rises up against the edge
- 27:28there. And you might think that is like
- 27:29a negligible detail, but that line there
- 27:32always catches light. And when it's
- 27:35missing, the eye goes like, "That looks
- 27:37fake." So, it's a very small thing, but
- 27:39we can add that line in here very
- 27:41simply. So, in edit mode, going back in
- 27:44wireframe mode, so with our solid face
- 27:45here, I can create an inset. Okay, have
- 27:48we talked about insets? I'm trying to
- 27:49think.
- 27:51Yeah, we did a little ins Yeah, we've
- 27:52done some insets. Okay. But yeah, you
- 27:53hit I, okay? To do an inset. Um and
- 27:56that's just like creating a line like
- 27:59that goes all the way around that one
- 28:00single face there. And now, I can put it
- 28:02like Yeah, let's go right there.
- 28:05And then, right underneath it, I'm just
- 28:07going to Sorry, yeah, right here. I'm
- 28:09going to hit G and then Z to bring it
- 28:12down like so.
- 28:14And then now, let's have a look at it in
- 28:16solid view mode.
- 28:18And look at that. So, I've now got it,
- 28:20and it's pretty good. I might just do
- 28:22another inset cuz it's got this like
- 28:24crimped kind of effect there, so I'm
- 28:26going to hit I just so that it's not so
- 28:28noticeable on that portion.
- 28:31Okay, nice. And now, all the all I need
- 28:33to do is right click it and say shade
- 28:36smooth. So, now I've got a little raised
- 28:38edge to it.
- 28:40Excellent. By the way, quick little
- 28:42opportunity to talk about
- 28:44something like it's kind of hard to see
- 28:46that raised edge there. It is there, but
- 28:48it's just like the lighting doesn't
- 28:50really make it
- 28:52visible. So, sometimes when you're
- 28:53modeling, it can be helpful to change
- 28:55the way things are displayed here. So,
- 28:57there's a really powerful tool in the
- 28:58top right-hand corner.
- 29:00Um the default lighting is studio. If
- 29:02you go to matcap and then click this
- 29:04ball here, you've got all these options,
- 29:07which can show you different views. Um
- 29:10it's actually how I create some of my 3D
- 29:12my YouTube thumbnails, cuz some of these
- 29:14look really beautiful. But like you can
- 29:16see that's so much more useful um for
- 29:19seeing
- 29:21what that edge actually looks like there
- 29:22on that. Um and there's some like this
- 29:24which are designed to like show you
- 29:26where there is like artifacting on your
- 29:28mesh, cuz it'll reveal
- 29:30um problems with the mesh that you
- 29:32otherwise might not have seen.
- 29:34Um and these are new in Blender 5.0. Um
- 29:37they redid the matcaps, I should say. Um
- 29:39but anyways, it's cool. It's nice to
- 29:41have, but we don't really need it. Okay,
- 29:43so to give it a coffee foam texture, I'm
- 29:46going to hit N to bring up my properties
- 29:47over here, and then I'm going to
- 29:49download my coffee foam atlas texture.
- 29:51So, let's hit download, and then with it
- 29:53selected, I'm going to hit apply. If I
- 29:55go into render view mode, it should look
- 29:57like that.
- 29:59Let's go to the uh UV editor, okay, cuz
- 30:03I don't think it's been UV unwrapped.
- 30:06Nope, it has not been UV unwrapped. And
- 30:08then I'm going to go into top view mode
- 30:09by hitting seven, and then I'm just
- 30:11going to say U and then go unwrap angle
- 30:13based, like that. Now, I want to see
- 30:16this on my coffee atlas, cuz this is a
- 30:18special texture, and it's called an
- 30:20atlas texture. I'll show you what it
- 30:21looks like.
- 30:22Okay, so it looks like this. And this is
- 30:25a bunch of different coffee foams that
- 30:27you get to choose from. And so with in
- 30:29edit mode, with this UV uh selection
- 30:32here, I need to scale this down
- 30:34over the coffee foams,
- 30:37and then I just move them around
- 30:39to the one that I want. Like, what sort
- 30:41of coffee foam do you want
- 30:44on your mug?
- 30:46Right? Like some bubbles.
- 30:49Uh funny story with the coffee foam,
- 30:50like every uh the annoying thing about
- 30:53having like an asset company is every
- 30:55subject there is it's like trying to
- 30:58reinvent the wheel, cuz like how do you
- 30:59create a texture for coffee foam?
- 31:02Um because you could photograph it, but
- 31:04then how do you get the detail like the
- 31:05bubbles, right? Cuz like bubbles, you
- 31:07can't get the shape of those bubbles.
- 31:09Like So, we use like substance first.
- 31:11Like we hired somebody to make some very
- 31:14expensive
- 31:16substance materials. I can't remember
- 31:17what we paid, $2,000 or something like
- 31:19that. Um but then there are some things
- 31:21which are just like really hard to do
- 31:23procedurally with substance. Substance,
- 31:25if you don't know, it's like a
- 31:26completely uh separate texturing
- 31:28software. Um it's very complicated, all
- 31:31node based. Um but we got somebody like
- 31:33super skilled, and it's just really hard
- 31:36to get the detail of bubbles here. Um
- 31:39and then we had a guy on our team who
- 31:40was like on Saturday, he's like, "Look,
- 31:42I don't know if this going to work, but
- 31:43I just I took some photographs of some
- 31:46coffee, and then I took it into
- 31:48Substance Painter, and I manually placed
- 31:50the bubbles so that they all have the
- 31:52exact like shape of the detail,
- 31:55and it worked. And
- 31:57it was like
- 31:58sometimes the cheap and easy I mean, it
- 32:00was, you know, it still took him a day
- 32:02to do it, but like it actually it
- 32:04actually works. Um
- 32:06but yeah, it's kind of like we just have
- 32:07to guess what's actually going to work
- 32:09for it, um and just kind of wing it. But
- 32:11anyways, you can pick whichever one you
- 32:13want. I can't really even remember which
- 32:14one I used for the Oh, yeah, it was that
- 32:16one at the top. That was what I used in
- 32:17the animation. Um but I'll let you
- 32:19choose, cuz you've got nine choices to
- 32:22choose from. Some of them are frothy,
- 32:24espresso looking, but that was the one
- 32:26that I went with. Now, if you go to
- 32:28render it, you might find I'm not
- 32:30actually seeing it on this one. First
- 32:32time I brought it in, there was um
- 32:35uh in the shading tab, because it treats
- 32:38this as like alpha.
- 32:41Yeah, so it I I thought it treated that
- 32:43as like alpha. We don't really need that
- 32:44alpha. Like alpha will make something
- 32:46like transparent, but there's nothing
- 32:48transparent on this. So, if you see any
- 32:50like see-through stuff stuff or
- 32:52whatever, you might just have to
- 32:53disconnect that. I don't need metallic.
- 32:55I do need the roughness, the base, and
- 32:57the normal, so I'm going to keep those.
- 32:59And I also don't need my AO, so I'm
- 33:01going to uh control X on that, and there
- 33:05we go. So, that was the very basics of
- 33:08UV unwrapping. Uh if you want to go
- 33:10further and learn how to UV unwrap
- 33:12something a lot more detailed with hard
- 33:15flat surfaces, placing the cuts in the
- 33:17right spots to avoid stretching, um as
- 33:19well as how to UV unwrap something
- 33:21smooth and organic, um and then texture
- 33:25it using procedural textures, painted
- 33:26textures, that's all covered in my
- 33:28course called the Beginners Academy,
- 33:30which I designed for people who have
- 33:32finished this tutorial uh and want to go
- 33:35further. So, if you're interested in
- 33:36that, the link for that is beneath this
- 33:38video.
- 33:39Otherwise, let's continue on with
- 33:41finalizing our donut scene by clicking
- 33:44this video on screen.
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