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How do you learn how to UV Unwrap properly?
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>>581688
just look at it
jesus christ
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>>581688
Watch other people do unwraps (ideally industry professionals, not random kids on youtube).

Keep the tricks that seem cool, throw out those that seem too slow or retarded,
Most of unwrapping is just figuring out where to place your seems, then doing a proper peel/relax/straighten.
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>>581691
Any industry pro videos available in the public sphere?

I watched Darren Lile's Guide:

https://www.youtube.com/watch?v=SXyIhYcYmoo

Which seems good, but still having a difficult time wrapping my head around it. Wouldn't mind something a bit more comprehensive.
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>>581692
I'm frankly not sure. Chamferzone and Arrimus are two names on youtube that might be decent.

I unwrap in Modo which I learned from Tor Frick's (paid) tutorials, that and Chamferzone were all I really needed to make functional unwraps.
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i made a short video explaining how i do it, this is the safest way to avoid stretching and warping, the slower you take it, the better it is.

in the vid i select the island by clicking L, then on the left panel i single "select by seam" then i can unwrap my islands

https://webmshare.com/oWdAv
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>>581688
Just figure out where to place to place your seams. Just as there are many ways to skin a cat, there are many ways to go about deciding where seams should go.
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I'm still very new to UVs but it helps me to think about how the material would behave irl, how things would be made irl. So far, it usually works to unwrap things like that.
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think of unwrapping as in terms of how you would cut shapes to cover your model in fabric.
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I have 13 years of experience in industry, would someone be interested in basic tutorials regarding unwraps / syncinc UVs with smoothgroups / baking ?
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>>581952
UV unwrapping as a concept is not hard. whats hard is determining whenever your layout will be projected perfectly, which only comes with try and error.
also you could make 1 button unwraps that are decent but if you just add another hour of tinkering it could be perfect, depending on what you think is acceptable
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>>581980
I think that what he mean when talking about 'syncing uvs with smoothgroups', anon.
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>>581952
Yes please. Most of the tutorials on youtube suck.
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>>581692
>having a difficult time wrapping my head around it
heh
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>>581952
This is something I would have killed for when I was learning. A UVing to baking tutorial series would net you some serious views
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>>583975
>>581952
Yup.
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>>583975
>mark seam
>select seam or boarded area
>unwrap
>scale
>repeat

this is the same for every model
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>>581952
Do you have some tips on uv layouts and achieving good texel density for large to very large meshes?
I'm doing Archviz and when I aim for 1k texel density with a 2k textures I get huge UV shells. It's not a problem when going into UE4 directly and using tileable maps, but what if I want to go into substance painter or something? What about normal maps? Say I'm making a huge bridge, do I just have to split it up into tens to hundreds of pieces so I can fit my UV shells into the 0-1 space so I can baken my maps? As you can tell I'm new to this.
I would just like to hear a few pointers or workflows or anything helping with big ass meshes.
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>>581952
>syncinc UVs with smoothgroups

Fucking yes please. This drives me up the wall because there are so many conflicting things or bad tutorials/methods and misunderstanding.
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Select faces, planar map, stitch parts together and unfold uvs.

Fuck cylindrical unwrapping and any other bullshit, it's not worth a fuck. Don't spend time turning and scaling stupid uv unwrappers. Planar map, stitch up, unfold, done.
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>>583992
If it's a huge bridge, you're better off making it in pieces that just fit together so you only have to texture one piece
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>>581688
if ur lazy just use some auto uv mapping tools they're inbuilt in 3ds for example
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>>584185
Well what if it's a detailed bridge that's not just straight? Like some old timey iron bridge or some shit.
Can't just make hundreds of pieces. ..
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>>581952
What are you supposed to do about super long models with no edges to fold without introducing noticeable seams?
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>>584996
gimme your model ill unwrap it and send it back so you can see
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>>584998
https://a.pomf.cat/rvtkxd.blend
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>>584999
https://ufile.io/3ib3h

1.unwrapped islands by seams
2.scaled them to proper position
3.gave some decent space and size without going too crazy

now you can have seamless texturing, just turn up the bleed/margin factor
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>>585001
not op, but thx from me.
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>>585001
Would you mind posting an image of the unwrap you did for those of use who don't use Blender?
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>>585001
Awesome. Thanks, anon.
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>>585003
i could snap the vertices's on the sword and other parts to be 100% planar and re-arrange them to use 90% space, but that would take more time and the resolution should be decent

btw: im not the 13 years 3d guy you were talking to. so wait for him if you need foolproof concept
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>>585005
I still appreciate it, I'm still very new to 3D and have only practiced modeling and animating.




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