YouTube2Text

Blender Basic UV Unwrapping Tutorial (Donut Part 6) — Transcript

by Blender Guru · 7,096 words · 987 segments · language en · Watch on YouTube

Full transcript

  1. 0:00The time has come to UV unwrap and
  2. 0:02texture our mug. So, we did a little bit
  3. 0:06with our icing, our donut, and our
  4. 0:08plate. We got most of that for free.
  5. 0:11Um it those were very simple objects.
  6. 0:12This is a little more complex, so we're
  7. 0:14going to have some fun with it. So,
  8. 0:16first things first, we need to apply a
  9. 0:17texture to it so that we can see the UV
  10. 0:19unwrapping and see that it's working
  11. 0:21well. So, I'm going to hit N to bring up
  12. 0:23my properties and uh I'm using the
  13. 0:26polygon add-on and I'm going to apply
  14. 0:28the ceramic texture that we're going to
  15. 0:29use. So, the free one that we're using
  16. 0:31for this tutorial you can find by typing
  17. 0:32in donut 5. That'll bring up all the
  18. 0:35ones we're going to use in this
  19. 0:36tutorial. And uh the one we're using is
  20. 0:38this one, this rustic gold uh ceramic
  21. 0:41texture. So, I've already downloaded it,
  22. 0:43so you'll see uh download. It'll look
  23. 0:44like download like that. Um and then
  24. 0:47with the mug selected, you want to hit
  25. 0:50apply. If the mug isn't selected like
  26. 0:52that, you'll see import, which would
  27. 0:53just like load it in as a like fake user
  28. 0:57material that you could reference. But
  29. 0:58anyways, so select the mug and then say
  30. 1:00apply. And now we can close that and
  31. 1:02let's take a look. Now, you might be
  32. 1:04surprised at how well that came in.
  33. 1:06Like, the handle's no good, but the rest
  34. 1:08of it is semi okay, right? There's some
  35. 1:12stretching on the rim and the base, but
  36. 1:14like why did that come in okay? So, if
  37. 1:17you go to the UV editor here, you can
  38. 1:19see we got some islands and this matches
  39. 1:22exactly what you would expect if you
  40. 1:24created a cylinder. So, when we modeled
  41. 1:27this mug, you remember we started with a
  42. 1:29cylinder. And that's a primitive object
  43. 1:31and Blender automatically UV unwraps the
  44. 1:33primitive objects for us. So, everything
  45. 1:34that is still a cylinder form
  46. 1:37is okay, but everything else that we
  47. 1:39created from scratch like this handle
  48. 1:40here, it has no idea what to do with it.
  49. 1:42So, it's all stretched and all screwed
  50. 1:44up. So, basically we have to start from
  51. 1:45scratch and um and do this again. But
  52. 1:48that's okay, that's the point of this
  53. 1:49tutorial to learn how to do UV
  54. 1:51unwrapping.
  55. 1:52So, as I explained with the icing, the
  56. 1:54best way to think about uh UV unwrapping
  57. 1:57is to imagine that this object was made
  58. 2:00of paper and we have to lay it flat onto
  59. 2:03a 2D surface, which is what this is over
  60. 2:05here. This is the 3D uh object. This is
  61. 2:09the flat surface it's being laid on. So,
  62. 2:11it's like we are turning this into paper
  63. 2:13and we have to lay it flat. Where would
  64. 2:15you put the cuts on this object in order
  65. 2:18to make it flat there?
  66. 2:21And so, the most obvious place you could
  67. 2:22think of if you're looking at doing this
  68. 2:24is like I know for sure this handle has
  69. 2:26to be separated from the rest of it in
  70. 2:28order to start to lay it flat. By the
  71. 2:30way, uh before we start, it would
  72. 2:32probably help with your um
  73. 2:34uh mug selected, in the modifiers,
  74. 2:36you've got this little box there that
  75. 2:38says uh on cage. So, if it's turned off,
  76. 2:41it'll show you like the un subdivided
  77. 2:43result around it, but then like parts of
  78. 2:45it get hidden by the mesh. So, I usually
  79. 2:47turn it on just so that I can see it and
  80. 2:49like all the mesh is visible. Just makes
  81. 2:51UV unwrapping it uh a little bit easier.
  82. 2:53Okay, so the handle needs to be
  83. 2:54separated. So, right here is an incision
  84. 2:57point, right? So, I'm going to select
  85. 2:58these vertices here by holding down
  86. 3:00shift and just shift selecting. Then I'm
  87. 3:02going to hit control E and then select
  88. 3:05mark seam. Now, Blender won't have
  89. 3:08updated yet, so this hasn't changed over
  90. 3:09here. So, if in order to see that, we
  91. 3:11would first have to select the whole
  92. 3:13mesh, then go U and then select unwrap.
  93. 3:16Or the method that I prefer to do, and I
  94. 3:18would suggest you do this too, in your
  95. 3:193D view over here, there's a little
  96. 3:21options drop-down at the top there. If
  97. 3:23you click that and then select live
  98. 3:25unwrap. Now, whenever you do um a seam,
  99. 3:29so let's just do another seam here, mark
  100. 3:30seam on the same spot, um it will
  101. 3:33automatically do that UV unwrap for you.
  102. 3:34So, that's really helpful. Um now, it
  103. 3:37looks worse. You have to go backwards
  104. 3:38before you can go forwards, um but
  105. 3:40that's okay. So, we've only got one uh
  106. 3:42incision, so let's do another one, the
  107. 3:44other half of the handle. So, down here,
  108. 3:46I'm going to select these points
  109. 3:47like so and then hit control E and then
  110. 3:50mark seam. Okay. So, now it has changed.
  111. 3:53So, we've got the handle here. Now, if
  112. 3:56you want to select just the handle, by
  113. 3:57the way, in the 3D viewport, if you just
  114. 4:00mouse over that part of the motion of
  115. 4:02the the motion the mesh and then hit L,
  116. 4:06then in this little um
  117. 4:08uh last used box here, if you select
  118. 4:10seam, it'll now just select the parts of
  119. 4:13the mesh that match that seam. Um by the
  120. 4:15way, I should also be in edge select
  121. 4:17mode, that would definitely be helpful
  122. 4:19um because we're placing seams on edges.
  123. 4:21But yeah, if I do that now, uh that
  124. 4:22selection, you can clearly see that this
  125. 4:24is the part of the mesh, which is this
  126. 4:26handle over here. So, it's been
  127. 4:28separated, okay? So, we've got like two
  128. 4:30parts of the mesh. We've got all of them
  129. 4:32this part of the mug, which is this mess
  130. 4:34over here, and then we've got this
  131. 4:35handle here, which is this part over
  132. 4:37here. So, this is like somewhat uh
  133. 4:40unwrapped, but again, if this was made
  134. 4:42of paper, to lay it flat, we would have
  135. 4:44to do another incision. So, when I'm
  136. 4:46placing a incision like this, like I
  137. 4:48have to place an incision somewhere
  138. 4:50here, right? Like here, here, here, or
  139. 4:52here. And because a uh a seam generally
  140. 4:57makes a seam like a visible line in a
  141. 5:01texture that will often not be um like
  142. 5:03lined up, that that can look ugly,
  143. 5:05right? It's like it's not a good look
  144. 5:07for a model. So, often when you're
  145. 5:09placing a seam, you put it in a place
  146. 5:10that is hidden. So, I mean, it it would
  147. 5:13be a really good spot if we had like a
  148. 5:14line right down the middle of the mug
  149. 5:16there, but next best thing, I'll place
  150. 5:18it just to the side there. So, holding
  151. 5:20down alt, select that edge. Now, I'm
  152. 5:21going to hit control E and then say
  153. 5:23seam. And now, look at that. This now
  154. 5:27has been pretty well UV unwrapped, okay?
  155. 5:32That section there. That's pretty good.
  156. 5:34So, now we just have to do the same for
  157. 5:36the rest of the mug here. And this is
  158. 5:37pretty easy to do. So, it's I mean, you
  159. 5:39can tell like one place we would have to
  160. 5:41put a cut um would be like the base of
  161. 5:44it, like right here
  162. 5:46um inside of our mug. So, I'm going to
  163. 5:48hold down alt just on this face at the
  164. 5:50bottom there and I'm going to hit
  165. 5:51control E and I'm going to say seam just
  166. 5:53to separate that that single circle
  167. 5:55there out by itself. Now, I I need to
  168. 5:58put one cut that goes right down the um
  169. 6:01right down like here, like this part of
  170. 6:04a mesh. Like I need to do a cut right
  171. 6:05there. But again, that can create like a
  172. 6:08visible like line, so I want to try to
  173. 6:10hide it by putting it on like close to
  174. 6:12this handle here.
  175. 6:14Because also there are other seams here
  176. 6:16and it will just kind of help to just
  177. 6:17have it on one part of the mesh. Um
  178. 6:19because like you you could like move it
  179. 6:21and hide it by the camera and stuff like
  180. 6:22that. So, it just helps to put it all in
  181. 6:23one place. So, holding down alt here, so
  182. 6:26alt, click on that. So, it goes all the
  183. 6:29way down to there. And then it kind of
  184. 6:31stops here on the handle there. So, I'm
  185. 6:32going to select this line just holding
  186. 6:34down shift. And then I also want to do
  187. 6:35it right there. So,
  188. 6:37um holding down alt on that and now I'm
  189. 6:40going to hit control E and then say mark
  190. 6:42seam.
  191. 6:43Okay. So, now that's looking a lot more
  192. 6:45uh released, right? There's less uh
  193. 6:47tension in there, but there is still
  194. 6:49this like pinching effect happening at
  195. 6:50the bottom there. So, just like in the
  196. 6:52middle there, when we selected that and
  197. 6:53separated it, I want to select this part
  198. 6:56of the mesh, which is underneath the
  199. 6:57mug, and I want to unwrap that. Or
  200. 6:59sorry, I I place a seam there. By the
  201. 7:01way, if you want to like like cuz we
  202. 7:02can't really get to that very easily,
  203. 7:05if you want to just see an object by
  204. 7:07itself, you can hit forward slash. So,
  205. 7:09in object mode with the mug selected,
  206. 7:11forward slash. And now everything has
  207. 7:14vanished. Now, Blender doesn't do a very
  208. 7:16good job of showing you that you have
  209. 7:18you're just looking at an isolated view
  210. 7:20except for at the top there where it
  211. 7:22says local. So, there's many times when
  212. 7:24I'm using Blender and I think I'm like,
  213. 7:25"Where's the rest of my scene?" And then
  214. 7:28I remember, "Oh, that's right. I'm in
  215. 7:29isolated mode." And you only know
  216. 7:31because it says local there. So, you
  217. 7:33just have to remember if like you ever
  218. 7:34get to that point of like, "Where is
  219. 7:35everything? What?" Just forward slash
  220. 7:38and it'll bring it back, okay? So,
  221. 7:39forward slash, uh there we go. And by
  222. 7:41the way, if you don't have a uh forward
  223. 7:43slash key, you can go to view um and
  224. 7:46then go local view, toggle local view
  225. 7:48like that. All right. So, now that I've
  226. 7:49done that, I can get underneath my mug
  227. 7:51edit mode and I'll select this, say
  228. 7:53control E, and then I'm going to say
  229. 7:55mark seam. Okay. So, now when we look at
  230. 7:59this, you can see we've we've now we
  231. 8:01have pretty well successfully UV
  232. 8:03unwrapped this, okay? Cuz these points
  233. 8:05are now they're they they've been
  234. 8:07flattened out. Now, there's there's some
  235. 8:09stretching. There's always going to be
  236. 8:11some stretching, but as long it is not
  237. 8:13like obvious, it's generally okay. But
  238. 8:15now what I want to do um is I want to
  239. 8:17load in the actual texture that's that's
  240. 8:18being viewed here. So, I can see where
  241. 8:21this like line is being uh viewed on the
  242. 8:23um on the mug there. So, from the
  243. 8:25drop-down here, I'm going to select that
  244. 8:26base color, this little ceramic mug
  245. 8:28here, which by the way was actually
  246. 8:30scanned from a real mug um that we uh we
  247. 8:33we bought and then scanned around it.
  248. 8:34So, this actually matches like what
  249. 8:36you'd find in a store. Um so, it's
  250. 8:38loaded in there and now with this island
  251. 8:41uh which I can select by hitting L like
  252. 8:43that, I can now, hitting R, I can start
  253. 8:46to rotate and move it around like this.
  254. 8:49Okay. So, I'm going to place this. Let's
  255. 8:50go right I'm just kind of guessing, but
  256. 8:53that is yeah, that's the bottom of my
  257. 8:55mesh. So, if you don't know, like you
  258. 8:56can go into like face select mode and
  259. 8:58just like select a few faces and you can
  260. 9:00see them like update over there like
  261. 9:02that, which is cool.
  262. 9:03Um but yeah, so that's the bottom of the
  263. 9:05mug, which is good. And let's get that
  264. 9:07like, you know, try and get try and get
  265. 9:10a straight line there, okay? And you can
  266. 9:12see we can't.
  267. 9:15Right? We've got the line like going up
  268. 9:17here and then we've got another line
  269. 9:19coming down here. And obviously we want
  270. 9:21these to meet, but how can we do that,
  271. 9:24right? Because the lines are doing that
  272. 9:26because this part of the mesh is all the
  273. 9:28way uh over here and then the other part
  274. 9:30of the mesh is like yeah, much higher
  275. 9:32up, right? So, we essentially, in order
  276. 9:34to get this to to line up, we need to
  277. 9:37make this island here look straight.
  278. 9:39Basically like almost like what it was
  279. 9:41before when it was uh the default
  280. 9:43cylinder view. Now, there are some tools
  281. 9:45in Blender that let you like quickly
  282. 9:47align like one line, right? So, if I
  283. 9:50selected this line here, I could right
  284. 9:52click and then I could say align auto
  285. 9:54and you could see it would give me a
  286. 9:56pretty straight line for for that one
  287. 10:00there. The problem is is that it just
  288. 10:01does that one line. If I wanted to do
  289. 10:04all of it, I would have to do these like
  290. 10:06one by one like this. So, Blender really
  291. 10:09needs a tool
  292. 10:11that would like let this happen like
  293. 10:13easily across an entire island. And
  294. 10:15although Blender doesn't have this tool,
  295. 10:17there is a free extension and it's a
  296. 10:19great excuse to talk about extensions in
  297. 10:21Blender and how to install them.
  298. 10:23But yeah, there's a free one and it's
  299. 10:24amazing and so I'm going to show you how
  300. 10:26to get it. So, go to edit, then
  301. 10:28preferences, then go get extensions. And
  302. 10:32with a fresh install, it'll first ask
  303. 10:34you do want to let Blender read the
  304. 10:36internet cuz it's not going to do that
  305. 10:37without your permission. So, say allow
  306. 10:39online access. And by the way, you can
  307. 10:41change that in the future if you want
  308. 10:43inside of system, allow online access.
  309. 10:45Anyways, now that you're here in the top
  310. 10:48right-hand corner of the get extensions,
  311. 10:50there's a little unassuming drop down.
  312. 10:53Then click on visit extensions platform.
  313. 10:56find them by just going to
  314. 10:57extensions.blender.org.
  315. 10:59Anyways, so these are all extensions
  316. 11:02that
  317. 11:03they're not made by Blender. So, they're
  318. 11:05not like official, but they are all
  319. 11:07free. So, they all have to meet the
  320. 11:08criteria of free. I believe there's some
  321. 11:10other things in there like it has to I
  322. 11:12don't know, probably like safety checks
  323. 11:13and things like that. But these just
  324. 11:15like expand the capabilities of Blender
  325. 11:17by the community. So, the one that we're
  326. 11:18looking for is actually this one here,
  327. 11:20Moi 3D UV, which you could find by just
  328. 11:23I think typing in UV. Weirdly, when I
  329. 11:25was typing in Moi 3D,
  330. 11:28oh no, that's right. Oh, it's Mio. Oh,
  331. 11:30that's why I wasn't finding it. It's Mio
  332. 11:323D. Okay, there you go. I I thought
  333. 11:34Blender's search was so bad, but it was
  334. 11:36just a Mio 3D, not Moi. All right. Mio
  335. 11:393D UV. Okay. So, this is the extension.
  336. 11:43And you might think like I have to
  337. 11:44download something, unzip and do that.
  338. 11:46No, it's actually really simple. So, all
  339. 11:48you do is you grab your browser like
  340. 11:49this, just like separate it to make it
  341. 11:52like a half window like this.
  342. 11:55Then, all you're going to do is
  343. 11:58you're going to in the bottom corner of
  344. 12:00this little window here where it says
  345. 12:02get add-on, you're going to click that.
  346. 12:04And then you get this like little
  347. 12:05outline box there. And see how your
  348. 12:06cursor changes to this little like
  349. 12:08crosshair thing? You just click and drag
  350. 12:11out from that and then drop it into
  351. 12:13Blender. And it'll now say do you want
  352. 12:16to install it? And you say yes, I do.
  353. 12:19And then that's it.
  354. 12:21You can see at the bottom there it says
  355. 12:22installed Mio 3D UV. UV. And now in our
  356. 12:26UV editor over here in this window, if I
  357. 12:29hit N to bring up properties, you can
  358. 12:31see I've got a little option here that
  359. 12:33says Mio 3D. And look, we've got a bunch
  360. 12:36of options that I honestly have not
  361. 12:38played with most of them.
  362. 12:40Most of the ones I'm looking for are
  363. 12:41right at the top here. So, the one that
  364. 12:44I use all the time is gridify. Okay, and
  365. 12:46look what happens as I click this.
  366. 12:48Da da. It does what we're looking for.
  367. 12:51It converted that from this like
  368. 12:54stretched like kind of view to making it
  369. 12:58look actually squarish and and like a
  370. 13:01grid. And that is perfect. And now you
  371. 13:03can see that line there across the
  372. 13:06ceramic is lining up across it. So, that
  373. 13:08is absolutely perfect. I have no
  374. 13:11complaints. It is it's worked perfectly
  375. 13:14well. I do though just want to apply it
  376. 13:16to this part of the handle as well
  377. 13:18because the same thing would apply to
  378. 13:19that. Make sure I do it in face select
  379. 13:21mode, so I'll hit L. So, I'm just
  380. 13:23selecting the handle by itself. And then
  381. 13:26here with this Oh, you can also just do
  382. 13:27it on the island itself there like that.
  383. 13:29And then go to Mio again and I'm looking
  384. 13:32for gridify.
  385. 13:34Okay, and there we go.
  386. 13:36Great. Now,
  387. 13:38you you can position these however you
  388. 13:40want. So, you can select an island by
  389. 13:41hitting L and then you can like find a
  390. 13:43different portion of it. By the way, if
  391. 13:46you don't want to see the like cuz you
  392. 13:48can't really see the texture under it
  393. 13:49very well, sometimes I just disable the
  394. 13:52overlay at the top of the screen there.
  395. 13:53That will just like disable all the
  396. 13:55overlays so you can't see anything on
  397. 13:57the mesh there at all.
  398. 13:58So, you just have to remember that it's
  399. 13:59doing that. But when I've got that, now
  400. 14:02I can like move things around
  401. 14:04and I can see them visualized on the
  402. 14:06actual mesh there, which is helpful. So,
  403. 14:08if I wanted to be like a larger looking
  404. 14:10texture, I could make it smaller, right?
  405. 14:12That's a kind of a look. Or I could make
  406. 14:14it bigger and I'll probably make it like
  407. 14:15somewhere in between.
  408. 14:17About
  409. 14:18about there I think actually looks kind
  410. 14:20of good.
  411. 14:22Actually, yeah, basically filling the
  412. 14:23space like that from like left to right,
  413. 14:25which is nice. And then for the handle,
  414. 14:28I need to also resize that. So, I'm
  415. 14:30going to select this part of the handle.
  416. 14:32And by the way, you'll notice as you
  417. 14:33slide it off the screen there, it
  418. 14:35doesn't matter where it is because it's
  419. 14:36just going to be tiled. Okay? So, that
  420. 14:38texture is just tiling all the way to
  421. 14:40the left and to the right and and above
  422. 14:41it.
  423. 14:42So, yeah. So, I can position this
  424. 14:44wherever I want like so.
  425. 14:46Now, you can see here this little empty
  426. 14:48patch here, right? This is one part of
  427. 14:51the handle cut, right? It's that
  428. 14:53section. And then this section here
  429. 14:56would be this right here. So, if you
  430. 14:57actually wanted to line it up to be
  431. 14:59perfect and also get the texture, it's
  432. 15:02it's called like matching the texel
  433. 15:04density across the islands.
  434. 15:06But yeah, you could like scale this down
  435. 15:08to be
  436. 15:10like roughly the same portion, like the
  437. 15:12same part of the mesh if you want to.
  438. 15:14There's still like this extra stretching
  439. 15:16and stuff in there.
  440. 15:17The other thing I sometimes do is like I
  441. 15:19look at the size of a square like this
  442. 15:22and then I go like what is the size of
  443. 15:24the square over here? And it's like, all
  444. 15:26right, that's pretty close, but I can
  445. 15:27see it needs to be stretched like
  446. 15:29further this way, right? Cuz this is
  447. 15:31more rectangular than this. This is more
  448. 15:33kind of squarish. So, I'm going to
  449. 15:34select this whole island and I could hit
  450. 15:36S and then Y
  451. 15:39like so.
  452. 15:41So, till they're kind of kind of the
  453. 15:43same size like that. And then just to
  454. 15:45make them fit, I would scale that down
  455. 15:47again.
  456. 15:48And there you go. And now I'm just going
  457. 15:50to move that up a little bit just so
  458. 15:53that this part here
  459. 15:55of my my texture. I want it to kind of
  460. 15:56line up there. I don't even know
  461. 15:58actually if this is physically possible.
  462. 15:59Maybe somebody who works in pottery will
  463. 16:01tell me. But like see how it looks like
  464. 16:03it's kind of like dipped in something? I
  465. 16:05don't even know if that's like something
  466. 16:07that is like painted or like branded or
  467. 16:09something. Like can it go halfway up the
  468. 16:12handle as well?
  469. 16:14I'm assuming it did. Maybe I thought it
  470. 16:15was like dipped in something, but that
  471. 16:16could be like this could be a completely
  472. 16:18implausible mug is all I'm saying.
  473. 16:21But that that's how it is in 3D like you
  474. 16:24have artists that have like never done
  475. 16:27engineering before and they design a
  476. 16:28robot. And then like everyone's like,
  477. 16:30yeah, that looks cool. And then like all
  478. 16:31the people in engineering are like, you
  479. 16:33know, that's never going to fly, you
  480. 16:35know?
  481. 16:37But that's that's fine. It's part of the
  482. 16:39part of the fun of it.
  483. 16:40Okay, now there's there's a lot of
  484. 16:42stretching going on right here. And
  485. 16:44that's because this gridify thing as
  486. 16:45good as as good as it is, you could see
  487. 16:48that this part, right? It's really like
  488. 16:51shrunk it in there and it's made it a
  489. 16:52really thin line. So, all I'm going to
  490. 16:54do is I'm going to go into edge select
  491. 16:56mode by hitting two. I'm going to select
  492. 16:58that edge. Oh, okay, I can't select that
  493. 17:00edge very well. I'll just shift select
  494. 17:02them one by one like that. And then I'm
  495. 17:04just going to pull it up just to add
  496. 17:06more detail there like so. And I think
  497. 17:09it is also like
  498. 17:12stretched a little bit because it's kind
  499. 17:13of like wrapped around it and it's kind
  500. 17:16of like peeling outwards a little bit. I
  501. 17:18think it works a little bit better if
  502. 17:19you also scale that part out a little
  503. 17:22more. So, I'm just scaling out that
  504. 17:23line. And you can see that has now
  505. 17:25blended in pretty seamlessly. Like
  506. 17:28that's about I mean, it's a little messy
  507. 17:30there, but it's about as good as it
  508. 17:31would get on that. That's that's pretty
  509. 17:33good. And then I'll just do the same for
  510. 17:35the bottom part here. So, I'll select
  511. 17:37these edges.
  512. 17:39Actually, no, I'll do it over here. You
  513. 17:40can see you get both parts of it, right?
  514. 17:42Cuz that line there exists across two
  515. 17:45islands, right? This island and then
  516. 17:47this island here. So, anyways, I'll
  517. 17:49select this in the editor here.
  518. 17:52And then I'm going to pull it down to
  519. 17:54give me more data. And then I'm going to
  520. 17:56scale it out a little bit as well.
  521. 17:59And look at that. That's pretty good.
  522. 18:03We've got a pretty seamless looking
  523. 18:05result.
  524. 18:07I mean, and honestly, that's that's
  525. 18:08about as good as it gets. And by the
  526. 18:10way, I I should have said like it
  527. 18:11doesn't actually matter that the UV
  528. 18:13islands are overlapping here. But it
  529. 18:15does matter if you were to be painting
  530. 18:18onto this.
  531. 18:19And the reason that that that makes a
  532. 18:21difference is like you can imagine if
  533. 18:22you were doing a paintbrush and you had
  534. 18:24painted parts of the mesh here and like
  535. 18:26one part was for the handle and this
  536. 18:28part was for that. If you had islands
  537. 18:30that were overlapping each other, then
  538. 18:32you would have like different parts of
  539. 18:33the painting like appearing twice across
  540. 18:35it. So, there's kind of like two styles
  541. 18:38to UV unwrapping. This is the simplest
  542. 18:40one, which is just like if you've got an
  543. 18:41image that you've got off the internet
  544. 18:43or a texture or whatever that's just
  545. 18:44being tiled across it or even not tiled.
  546. 18:47Like it doesn't matter if things are
  547. 18:49overlapping because, you know, the
  548. 18:51texture is different enough your eyes
  549. 18:53not going to spot it. But if it's
  550. 18:54painted, yes, they do have to be
  551. 18:56separate parts. And another thing as
  552. 18:58well, if you're UV unwrapping for a game
  553. 19:00asset, it's even more complex because
  554. 19:03all the islands have to be separated,
  555. 19:05but there's also like margin because
  556. 19:07like in games you develop like multiple
  557. 19:09versions of a mesh at different
  558. 19:10resolutions, then there's different
  559. 19:12texture resolutions. So, you have to
  560. 19:14create like big margins. And it gets all
  561. 19:16like complicated. It it's like a
  562. 19:17completely separate thing. So, if you
  563. 19:19wanted to texture for games, you should
  564. 19:21probably look at like game texturing
  565. 19:23type tutorials if you really wanted to
  566. 19:25go into that. But anyways, the rest of
  567. 19:27it is fine. Like that part of it, all
  568. 19:29this like stretching in here if you
  569. 19:31wanted to fix that, you could. It
  570. 19:32doesn't matter cuz we're going to put
  571. 19:34some like coffee foam along the top
  572. 19:35there. The base of it doesn't matter cuz
  573. 19:38we're not going to see it.
  574. 19:40So, yeah.
  575. 19:42But that's that's also the the the thing
  576. 19:43to consider is like, you know, when
  577. 19:45people are like on Twitter and they're
  578. 19:46like, look at this model. Look how
  579. 19:47terrible it is. It's like, yeah, it
  580. 19:49might be for a purpose like this. It's
  581. 19:51designed to be viewed from above, and
  582. 19:53that's all it needs to do. Like, if
  583. 19:55you've like pulled it apart and it's
  584. 19:57like, "How terrible does it look?" It's
  585. 19:58like, "Yeah, the camera was never going
  586. 20:00to go in there or under there, so that's
  587. 20:02why it doesn't matter."
  588. 20:05Anyways, all right. So, the mug is
  589. 20:07pretty good. The only thing I'll do is
  590. 20:09I'm going to go to my material over
  591. 20:11here. Uh actually, oh, sorry. I'll go to
  592. 20:13my shading tab at the top there, so that
  593. 20:15I can access the nodes here, and I'll
  594. 20:17just make a few tweaks to it. Just like
  595. 20:19before
  596. 20:21when I mentioned these maps here, like,
  597. 20:23this is going to give you the physically
  598. 20:24accurate um
  599. 20:26data from the actual ceramic that we
  600. 20:28scanned, right? And it's like color
  601. 20:29calibrated and everything like that. Um
  602. 20:32but sometimes you want artistic control,
  603. 20:34and I want this to look shinier. This is
  604. 20:36a little dull for me. So, I'm going to
  605. 20:38disconnect my roughness here, and then
  606. 20:40I'm just going to play with this slider.
  607. 20:43Like so. So, I've still got the bumps,
  608. 20:44so like most of the detail that I want
  609. 20:46is still there, but like I don't need I
  610. 20:48don't need um I don't need to look as
  611. 20:50dull as it was, so that is pretty good.
  612. 20:52I also don't need the metallic shader,
  613. 20:54like that's just superfluous. Um there's
  614. 20:56another one here, ORM. Oh, sorry, not
  615. 20:58ORM.
  616. 21:00Uh ambient occlusion or AO. This is
  617. 21:02another one which is completely
  618. 21:03unnecessary. Um it's just for like
  619. 21:05crevices of information, but this is
  620. 21:07like flat ceramic, so there's no
  621. 21:09crevices. Um we have to provide it like
  622. 21:11standardized for all of our materials,
  623. 21:13so they're all uniform, but a lot of
  624. 21:15materials just don't need it. So, in a
  625. 21:16case like this, um I just don't want the
  626. 21:19AO, like this map here. So, I could just
  627. 21:22like disconnect that. Or actually, if
  628. 21:24you want to delete something like this
  629. 21:25and you want it to retain its
  630. 21:27connection, rather than just deleting
  631. 21:29it, cuz then you have to manually
  632. 21:30connect it, um if instead,
  633. 21:33if you hit control X, it will delete it
  634. 21:36and retain its connection. So, that's
  635. 21:37just a little tip there for you.
  636. 21:39Okay, great. So, now let's go back to my
  637. 21:43layout mode over here. Let's have a look
  638. 21:44at it without lighting, and that is
  639. 21:47pretty good.
  640. 21:48Now, the only thing I would change
  641. 21:50though, looking at this, is
  642. 21:52this concrete is mighty pale. It doesn't
  643. 21:55look very good. It doesn't look very
  644. 21:57luxury like a like a cafe, like a high
  645. 22:00highfalutin, "Ooh, look at me. I'm
  646. 22:02paying $9 for a coffee. Aren't I fancy?"
  647. 22:04Doesn't look like that, right? It looks
  648. 22:06like dusty, like a workman floor. So, we
  649. 22:09can adjust this by going to the shame
  650. 22:11touch. This is a great excuse to go a
  651. 22:13little a little into the nodes, right?
  652. 22:15So, this is the one that we actually
  653. 22:16manually set up, so it's you know, it's
  654. 22:18pretty clean. We just got a base color,
  655. 22:20and we've got a normal map, right? But
  656. 22:22between here and here, where it
  657. 22:24connects, we can adjust the color of
  658. 22:26this, and I'm going to show you how
  659. 22:29simple you can you can completely
  660. 22:31transform the look of a texture.
  661. 22:33So, if I hit
  662. 22:35uh shift A or just go to add at the top
  663. 22:36there, then go to color, and there's a
  664. 22:39bunch of different color options like
  665. 22:40brightness and contrast. I wouldn't use
  666. 22:42that. That's like a
  667. 22:43like what is brightness? What is
  668. 22:44contrast? There's a whole like color
  669. 22:46debate and things. Color ramp can be
  670. 22:48useful if you just want to like convert
  671. 22:49something to like your own set of
  672. 22:51colors. Uh hue saturation value, we use
  673. 22:53that. The one I'm looking for though is
  674. 22:55RGB curves. So, if I drop this in here,
  675. 22:58this will give me if you're familiar
  676. 23:00with RGB curves from like Photoshop or
  677. 23:02DaVinci or anything like that, this will
  678. 23:04let you do like an S-log uh kind of
  679. 23:06curve. So, essentially,
  680. 23:08this data at the bottom here, this is
  681. 23:10your uh your dark dark tones. Uh this
  682. 23:13would be your midtones. This would be
  683. 23:14your highlights, and this is like your
  684. 23:15clipped like highlights at the top
  685. 23:17there. But you can see if I make this
  686. 23:18look like a like a ramp like this, it
  687. 23:21starts to look more contrasted,
  688. 23:23right? And I pull it all the way down. I
  689. 23:25can like really transform this and make
  690. 23:27it look really contrasted. Look at how
  691. 23:29different that looks already, right?
  692. 23:31From just this one little thing, you
  693. 23:34wouldn't imagine you could convert it
  694. 23:35like this, but that's a simple thing,
  695. 23:37and it's already looking good. And then
  696. 23:38I want to bring out some of the whites
  697. 23:40as well, so I can just add at the top
  698. 23:42here just a little curve that goes the
  699. 23:43other way, so it kind of exaggerates
  700. 23:45some of those whites. Okay?
  701. 23:48Great. That's pretty good. But now, the
  702. 23:50other thing is is like because I've like
  703. 23:53crunched it and made it a little more
  704. 23:54contrasty, it's also brought out some of
  705. 23:56the colors, which are looking a little
  706. 23:58like yellowy green, which is a little
  707. 24:00unappealing. Kind of like this table
  708. 24:02would be like a little moldy, not great.
  709. 24:04So, instead, um to improve it, I can add
  710. 24:07another node. As I mentioned, I use this
  711. 24:10one a lot, hue saturation value. So, if
  712. 24:13I drop this in and I drop it in here,
  713. 24:16you could also put it before the the
  714. 24:18curves or after, it doesn't really
  715. 24:19matter. Um and then I would I just want
  716. 24:21to drop the saturation here, and watch
  717. 24:23this. Watch how completely transform
  718. 24:24this becomes.
  719. 24:26Woohoo! Look at that.
  720. 24:28Doesn't that look nice?
  721. 24:30I think it looks nice.
  722. 24:32It's like and you can turn off these
  723. 24:34nodes, by the way, like temporarily. If
  724. 24:35you want to mute something, it's M. M
  725. 24:38for mute.
  726. 24:39And you can select that and mute it. So,
  727. 24:40this is what we started with, and then
  728. 24:42just with two nodes, we converted this
  729. 24:44pale looking concrete
  730. 24:46into this,
  731. 24:47which is crazy.
  732. 24:50Pretty cool. Anyways, so that's that's
  733. 24:52nice. And then, you know, you can
  734. 24:54obviously play with the the roughness
  735. 24:55and stuff, and we'll get to that when we
  736. 24:56get to the
  737. 24:58the lighting a little bit more.
  738. 25:00Um but that is looking good. Oh, the
  739. 25:03other thing, of course, we need to add
  740. 25:05is our coffee foam. And this one is
  741. 25:08super easy, and it's another chance to
  742. 25:10talk about um another type of texture
  743. 25:12which you can find on sites like
  744. 25:13Polygon. Um but we need to add coffee
  745. 25:16foam to this. And um to do that, we need
  746. 25:19to start with an object that is going to
  747. 25:21obviously fill the top of this. And
  748. 25:23obviously, you know, we could go in here
  749. 25:24and we could like add in a circle and do
  750. 25:26that kind of thing, but it's also smart
  751. 25:29to think about like, "How can I save
  752. 25:30time by reusing part of my mesh that I
  753. 25:33already have?" So, I already know the
  754. 25:35exact size that the the foam to fit my
  755. 25:39mug, because I already have a mug here
  756. 25:41with a circle in it, right? Look at this
  757. 25:43line.
  758. 25:45That is a circle. If I could just take
  759. 25:48that and make it a new object, I can use
  760. 25:50it. So, to do that, I can select that
  761. 25:52line and then hit shift D, right? I've
  762. 25:55got my circle now. Then I want to hit
  763. 25:57escape, okay?
  764. 25:59So, it's now just brought it back to
  765. 26:00where it was, and now I'm going to hit
  766. 26:02P. P is how you separate something to a
  767. 26:05new object. So, you're separating part
  768. 26:07of the the mesh.
  769. 26:08So, now I'm going to hit selection
  770. 26:11like that. And now, if I go over to my
  771. 26:14uh outliner here, we should see two
  772. 26:15mugs. So, this is my original mug, and
  773. 26:17then this is my mug.001,
  774. 26:20okay? So, I'm going to call this my foam
  775. 26:23like that.
  776. 26:24And now,
  777. 26:26I'm going to go into edit mode.
  778. 26:28Uh let's put it in edit mode.
  779. 26:31All right, and I'll turn off the uh that
  780. 26:33little view there, so that I can just
  781. 26:35see
  782. 26:36Where is it? Hold on a second.
  783. 26:38Huh? All right. Okay. So, you have to go
  784. 26:40into uh wireframe mode in order to see
  785. 26:42it there, but yeah, that is my my
  786. 26:45circle. Um and actually, yeah, I should
  787. 26:47just be in my layout mode, shouldn't I?
  788. 26:48Not in shading. I should be in layout.
  789. 26:50So, I'm going to go here. Let's do the
  790. 26:51same thing. Wireframe mode. Okay.
  791. 26:54So, this circle obviously isn't being
  792. 26:56rendered because there's no face on it.
  793. 26:58So, if I go into here into wireframe, um
  794. 27:01I need to create a face on that, and I
  795. 27:02can do that by hitting F, okay? So, I've
  796. 27:05now got a face, and it's completely flat
  797. 27:07across it. And this is okay, and this
  798. 27:09would yeah, it would work for most
  799. 27:11things, but there is a small detail that
  800. 27:13you notice when you look at like like if
  801. 27:14you've got a if you've got a coffee on
  802. 27:16your desk right now, if you have a look
  803. 27:17at it, where the coffee like where the
  804. 27:20water meets the actual edge there,
  805. 27:23there's like surface tension, and it
  806. 27:25actually rises up against the edge
  807. 27:28there. And you might think that is like
  808. 27:29a negligible detail, but that line there
  809. 27:32always catches light. And when it's
  810. 27:35missing, the eye goes like, "That looks
  811. 27:37fake." So, it's a very small thing, but
  812. 27:39we can add that line in here very
  813. 27:41simply. So, in edit mode, going back in
  814. 27:44wireframe mode, so with our solid face
  815. 27:45here, I can create an inset. Okay, have
  816. 27:48we talked about insets? I'm trying to
  817. 27:49think.
  818. 27:51Yeah, we did a little ins Yeah, we've
  819. 27:52done some insets. Okay. But yeah, you
  820. 27:53hit I, okay? To do an inset. Um and
  821. 27:56that's just like creating a line like
  822. 27:59that goes all the way around that one
  823. 28:00single face there. And now, I can put it
  824. 28:02like Yeah, let's go right there.
  825. 28:05And then, right underneath it, I'm just
  826. 28:07going to Sorry, yeah, right here. I'm
  827. 28:09going to hit G and then Z to bring it
  828. 28:12down like so.
  829. 28:14And then now, let's have a look at it in
  830. 28:16solid view mode.
  831. 28:18And look at that. So, I've now got it,
  832. 28:20and it's pretty good. I might just do
  833. 28:22another inset cuz it's got this like
  834. 28:24crimped kind of effect there, so I'm
  835. 28:26going to hit I just so that it's not so
  836. 28:28noticeable on that portion.
  837. 28:31Okay, nice. And now, all the all I need
  838. 28:33to do is right click it and say shade
  839. 28:36smooth. So, now I've got a little raised
  840. 28:38edge to it.
  841. 28:40Excellent. By the way, quick little
  842. 28:42opportunity to talk about
  843. 28:44something like it's kind of hard to see
  844. 28:46that raised edge there. It is there, but
  845. 28:48it's just like the lighting doesn't
  846. 28:50really make it
  847. 28:52visible. So, sometimes when you're
  848. 28:53modeling, it can be helpful to change
  849. 28:55the way things are displayed here. So,
  850. 28:57there's a really powerful tool in the
  851. 28:58top right-hand corner.
  852. 29:00Um the default lighting is studio. If
  853. 29:02you go to matcap and then click this
  854. 29:04ball here, you've got all these options,
  855. 29:07which can show you different views. Um
  856. 29:10it's actually how I create some of my 3D
  857. 29:12my YouTube thumbnails, cuz some of these
  858. 29:14look really beautiful. But like you can
  859. 29:16see that's so much more useful um for
  860. 29:19seeing
  861. 29:21what that edge actually looks like there
  862. 29:22on that. Um and there's some like this
  863. 29:24which are designed to like show you
  864. 29:26where there is like artifacting on your
  865. 29:28mesh, cuz it'll reveal
  866. 29:30um problems with the mesh that you
  867. 29:32otherwise might not have seen.
  868. 29:34Um and these are new in Blender 5.0. Um
  869. 29:37they redid the matcaps, I should say. Um
  870. 29:39but anyways, it's cool. It's nice to
  871. 29:41have, but we don't really need it. Okay,
  872. 29:43so to give it a coffee foam texture, I'm
  873. 29:46going to hit N to bring up my properties
  874. 29:47over here, and then I'm going to
  875. 29:49download my coffee foam atlas texture.
  876. 29:51So, let's hit download, and then with it
  877. 29:53selected, I'm going to hit apply. If I
  878. 29:55go into render view mode, it should look
  879. 29:57like that.
  880. 29:59Let's go to the uh UV editor, okay, cuz
  881. 30:03I don't think it's been UV unwrapped.
  882. 30:06Nope, it has not been UV unwrapped. And
  883. 30:08then I'm going to go into top view mode
  884. 30:09by hitting seven, and then I'm just
  885. 30:11going to say U and then go unwrap angle
  886. 30:13based, like that. Now, I want to see
  887. 30:16this on my coffee atlas, cuz this is a
  888. 30:18special texture, and it's called an
  889. 30:20atlas texture. I'll show you what it
  890. 30:21looks like.
  891. 30:22Okay, so it looks like this. And this is
  892. 30:25a bunch of different coffee foams that
  893. 30:27you get to choose from. And so with in
  894. 30:29edit mode, with this UV uh selection
  895. 30:32here, I need to scale this down
  896. 30:34over the coffee foams,
  897. 30:37and then I just move them around
  898. 30:39to the one that I want. Like, what sort
  899. 30:41of coffee foam do you want
  900. 30:44on your mug?
  901. 30:46Right? Like some bubbles.
  902. 30:49Uh funny story with the coffee foam,
  903. 30:50like every uh the annoying thing about
  904. 30:53having like an asset company is every
  905. 30:55subject there is it's like trying to
  906. 30:58reinvent the wheel, cuz like how do you
  907. 30:59create a texture for coffee foam?
  908. 31:02Um because you could photograph it, but
  909. 31:04then how do you get the detail like the
  910. 31:05bubbles, right? Cuz like bubbles, you
  911. 31:07can't get the shape of those bubbles.
  912. 31:09Like So, we use like substance first.
  913. 31:11Like we hired somebody to make some very
  914. 31:14expensive
  915. 31:16substance materials. I can't remember
  916. 31:17what we paid, $2,000 or something like
  917. 31:19that. Um but then there are some things
  918. 31:21which are just like really hard to do
  919. 31:23procedurally with substance. Substance,
  920. 31:25if you don't know, it's like a
  921. 31:26completely uh separate texturing
  922. 31:28software. Um it's very complicated, all
  923. 31:31node based. Um but we got somebody like
  924. 31:33super skilled, and it's just really hard
  925. 31:36to get the detail of bubbles here. Um
  926. 31:39and then we had a guy on our team who
  927. 31:40was like on Saturday, he's like, "Look,
  928. 31:42I don't know if this going to work, but
  929. 31:43I just I took some photographs of some
  930. 31:46coffee, and then I took it into
  931. 31:48Substance Painter, and I manually placed
  932. 31:50the bubbles so that they all have the
  933. 31:52exact like shape of the detail,
  934. 31:55and it worked. And
  935. 31:57it was like
  936. 31:58sometimes the cheap and easy I mean, it
  937. 32:00was, you know, it still took him a day
  938. 32:02to do it, but like it actually it
  939. 32:04actually works. Um
  940. 32:06but yeah, it's kind of like we just have
  941. 32:07to guess what's actually going to work
  942. 32:09for it, um and just kind of wing it. But
  943. 32:11anyways, you can pick whichever one you
  944. 32:13want. I can't really even remember which
  945. 32:14one I used for the Oh, yeah, it was that
  946. 32:16one at the top. That was what I used in
  947. 32:17the animation. Um but I'll let you
  948. 32:19choose, cuz you've got nine choices to
  949. 32:22choose from. Some of them are frothy,
  950. 32:24espresso looking, but that was the one
  951. 32:26that I went with. Now, if you go to
  952. 32:28render it, you might find I'm not
  953. 32:30actually seeing it on this one. First
  954. 32:32time I brought it in, there was um
  955. 32:35uh in the shading tab, because it treats
  956. 32:38this as like alpha.
  957. 32:41Yeah, so it I I thought it treated that
  958. 32:43as like alpha. We don't really need that
  959. 32:44alpha. Like alpha will make something
  960. 32:46like transparent, but there's nothing
  961. 32:48transparent on this. So, if you see any
  962. 32:50like see-through stuff stuff or
  963. 32:52whatever, you might just have to
  964. 32:53disconnect that. I don't need metallic.
  965. 32:55I do need the roughness, the base, and
  966. 32:57the normal, so I'm going to keep those.
  967. 32:59And I also don't need my AO, so I'm
  968. 33:01going to uh control X on that, and there
  969. 33:05we go. So, that was the very basics of
  970. 33:08UV unwrapping. Uh if you want to go
  971. 33:10further and learn how to UV unwrap
  972. 33:12something a lot more detailed with hard
  973. 33:15flat surfaces, placing the cuts in the
  974. 33:17right spots to avoid stretching, um as
  975. 33:19well as how to UV unwrap something
  976. 33:21smooth and organic, um and then texture
  977. 33:25it using procedural textures, painted
  978. 33:26textures, that's all covered in my
  979. 33:28course called the Beginners Academy,
  980. 33:30which I designed for people who have
  981. 33:32finished this tutorial uh and want to go
  982. 33:35further. So, if you're interested in
  983. 33:36that, the link for that is beneath this
  984. 33:38video.
  985. 33:39Otherwise, let's continue on with
  986. 33:41finalizing our donut scene by clicking
  987. 33:44this video on screen.

About this transcript

This page contains the full transcript of Blender Basic UV Unwrapping Tutorial (Donut Part 6) by Blender Guru, generated from the public captions YouTube serves with the video. The transcript has 7,096 words across 987 segments, with the original timestamps preserved so you can click any line to jump to that moment in the embedded player.

What you can do with it

Use the transcript to take notes, quote the speaker, build a study guide, generate a summary with ChatGPT or Claude via the YouTube Summary tool, or export it as a timed subtitle file with YouTube to SRT. You can also re-open it in the transcriber to choose a caption track available on the video.

Free YouTube transcript tool

YouTube2Text is a free YouTube transcript generator — no signup, no daily limit. Paste any YouTube link and get the full transcript instantly, with timestamps, click-to-jump, caption language selection, AI prompts for ChatGPT, Claude, and Gemini, and exports to TXT, SRT, VTT, or Markdown.