going life a bit earlier.
Let's see.
I think I'm, yeah, I'm about like 12 minutes early but that should be fine.
I hope everyone can hear me well.
Um
so
Which part is this? This is like, this is part three
of the UV. Unwrapping livestream.
Okay, so
past two streams,
I got already pretty far the U visa, pretty much final for
the body overall.
I think this
looks pretty good.
Then there are the SUVs for
for the shirt
which also looked pretty good.
Hello everyone
and the U. V. S for the pats which also look pretty fine
to me,
it's a bit of stretching over here, but this is kind of intentional.
The ups for the chutes were already done
before I started streaming because these were pretty much
just copied over from the character of rain.
Um so this should be all good.
Yeah, I think this is all very much usable.
It's actually like I want to just quickly isolate this. Just have a quick look at it.
Yeah.
Okay
let's see.
This is all fine,
which means the only thing left to do really
is all of the remaining head elements like the hair
that needs ups and eyebrows,
eyes which uh like this three different I objects the inner eye,
the cornea and the animation dummy
which is going to be the
the I model that is mainly going to be visible in the view port
and there's the teeth
and
mhm
uh and the tongue
so still some stuff left to do.
I was actually thinking
pretty hard
about um
changing the topology
once more
because I was not quite happy with how I reach, apologize this
like ideally there would be a theme
going through here
along the shoulder.
Not just the seems here that I already modeled in and the same here
but realistically the sleeve would also be separated like this.
Um
It's really easy to just uh put that into the topology
and then I have a like some lines that follow this.
Exactly and then I can place seems they're automatically like a little text shirt
seems.
But I think I'm going to work around that. I'm going to keep the topology as it is.
I don't want to adjust the re topology anymore and the U. V. S.
Overall are pretty good like
I can't really complain about this
I think.
But yeah.
Uh although
I was thinking of the U. V. S. Of the the placing the seams right here but
it's not just about that, it's also about the texture patterns.
Yeah.
Pretty difficult choice.
Oh man.
Okay
I have the time to do this.
So I'm just gonna do it,
screw it
so
this is gonna destroy some of my work but and it's not
ideal that I do this now that I suddenly decide for this but
I'd like to do it before it's absolutely too late
so
there should be a seam
right here.
So what I need to do is I need to actually have the topology follow this.
Mhm.
So
I'm just going to bring back,
well hold on,
it's not to lead any of this,
so before I go into ah for the UV unwrapping, I'm just going to
use that little bit of time where I started early
to just fix
some of this mess that I've created
and
just going to make this hidden wire.
There we go.
Mhm.
Yeah.
Okay,
okay, let's see,
come on,
I also already see a first question,
I've let so much just from the continuous live streams from sculpting snow.
Thanks.
Uh You're welcome. Um
Yeah,
yeah, I hope this would be kind of helpful,
I'm like
I could spend some of this time also making tutorials, but I like uh
the like just also spending sometimes sometimes just doing it life.
I think this is also helpful
and it just also promotes a little bit of life interaction.
If you have any questions I can just immediately answer them,
it's not about uh
waiting for tutorial to come out, but if you have the time if you can join,
I'm right here.
Mm
mm
let's see.
Mhm.
Oh I think I actually,
how did I snapped that through the model?
Okay,
oh by the way, I didn't start the music
for some reason,
I always forget,
yeah sorry about the quick detour with three topology,
this was not supposed to happen
and
mhm
the only reason why I'm doing it is because I wanted to
uh make
some very specific uh movies for the shirt
and the way I read, apologize, this is actually not good,
mhm
along the sleeves, it's actually, it's going to cause some problems,
I want this to be as good as it can be and want the,
seems to represent the actual seems on the
fabric where you would actually cut the cloth,
that's what's making some noise.
Okay, here we go, I'm actually going to
move this up
and now I could place the seem exactly here, which is exactly what I wanted.
Now let's just fill this in real quick
yeah
okay,
um
yeah,
actually I'm going to
quickly get, get rid of this
okay,
mhm
and just fill this in the moment, this is done,
I can continue with with the actual UV unwrapping,
mm
but ideally, ideally this shouldn't happen, like once the,
once the rich apologies, done, jesus,
um
like there's no reason to go back,
all of this, should, should have been done already in the ring topology,
someone's really hammering away,
wow,
mhm
Okay,
hold on, I think I can just
actually move this up here,
yeah,
mhm,
mhm
okay,
almost done,
yeah,
I have no idea what's going on outside,
I wonder if you can hear this,
probably
Uh huh
Oh my God, that's insane,
yeah,
the company
mhm
okay,
mhm,
mhm
yeah,
okay, right now this bit of a mess
mhm
mm
people
yeah,
yes, oh my god, I'm sorry about the hammering, This was not planned.
Uh huh
okay,
going on to a pit
mhm
Yeah.
Mhm,
wow, what a noise.
Mhm
and
yeah,
yeah. Uh
okay,
mm hmm.
I definitely feel like once I'm done with uh live streams for the UV unwrapping,
I should actually
pause this for a bit just to be able to spend a bit of time
making
like little recap videos because this um
quite a bit of stuff I want to talk about
to be honest,
just in terms of like what this re topology was meant to be.
Yeah.
Uh and what I did differently,
wow,
right,
sorry about the hammering.
Um like not just what I did differently, but what I intentionally did differently,
like,
oh come on.
Mm
Like this read apology is nothing like the one that I did for rain,
which is actually really interesting.
I intentionally went against some
decisions that I did for her
and the result ended up not necessarily better,
but definitely different in some significant ways.
Like the written apology here for snow was meant to be as low as it could possibly be.
Let's see,
I'm going to delete the original shirt now.
Oh my God,
perfect timing for some hammering.
Yeah.
So like, yeah, if you look at the ring topology,
like there's quite a bit of stretching,
sometimes it seems like as in the size of the quads, very uneven.
Sometimes it's much more dense and sometimes it's actually stretching very thin.
And also for the head
the patches and the polls like they don't lead as
cleanly into each other as I did for rain.
It's a bit more
it seems a bit more chaotic but I would say it's actually
it's a lot more tailored to his proportions and his
facial features.
It's not like with rain where I try to make a written apology
that could fit basically any character.
I wanted to
make a written apology and also U. V. S.
For snow
that are specifically made for him.
So that was really important to me.
Um It's not that one approach is worse than the other. It's um
it was a bit of a challenge for me also. I
usually try to make like this really clean really universal
reach apology that could potentially work for any character.
But that just usually means you need to um
you need to go higher rest,
you need to add more loops and more density overall to be able to
keep certain features and details in the topology.
And that's just not very efficient.
Mhm.
And I I hear a lot of people asking about
like what about making a written apology for games?
And that is actually like something I want to
practice
soon again because anthropology for games is very different
because there is that higher standard for efficiency.
You really you cannot have an access of uh of loops just to
keep your topology super clean and keep as a few polls as possible in
Gain three topology Paul's are actually really irrelevant
because
the entire thing is going to get,
it's not going to get subdivided its uh if anything it gets triangulated and
that sets a different standard.
Mhm.
Okay,
think this is looking pretty good, but one thing I'd like to do is to actually
push
this look further in towards the
uh the armpits
because that can then
really uh
pronounced this crease
and subdivided like that. That's super clean.
Actually have a madcap which um which can show the surface curvature better.
I'm actually going to enable random colors for the report,
then I can see intersections really easily with the body.
Um
Generally a nice feature.
Alternatively you can also enable outlines which then just uh make
it really visible if there's intersections but random colors actually.
Mhm.
He gets a bit clearer.
Uh I see some more questions um What
channel would you recommend to learn shader notes?
Ooh,
that's a good question.
Uh To be honest, um When she when you talk about Trading notes,
probably you want to learn more about procedural shading and to
be and for that there's a course on the blender cloud
uh Made by Simon thomas, it's I can actually put it up on the screen, I think.
Uh huh
One moment,
like if I go to the blender cloud
um
one of the courses that is actually like relatively recent, very recent actually.
Uh it's
if you go to the training section you can immediately find the,
well usually you can immediately see it because it's
very much recommended but it's called procedural shading.
And there someone is just really going into like the basics on how to use
procedurally generated shade ours and how to use
them efficiently the lot the theory behind it
and also just practical examples on how to just
uh make any of these scenes basically like all of the shading completely procedural
like the patterns like the bricks, the wooden tiles, all of it.
And there's also some tutorials based on our current
short film project where he goes a bit into
the procedural shading and it's just amazing how much
time like if you can do it efficiently,
if you know how to do it,
how much time you can actually save because
you're working very non destructively and if anything changes
it's super easy to just tweak some parameters
instead of uh repainting all of your textures.
So I can really recommend checking out that course.
Apart from that I think um Gleb Alexandrov and 80 burrows also do
some really amazing tutorial especially the
stylist course uh stylized shading course.
There's plenty of
courses by some prominent blender figures that you
can you can fairly easily find I think
uh
there's also some more questions um
hey you use an R. TX chord. It's some uh some reason you can use great features from
the hammer on the background. This feature is called? Al Jake's voice.
Um I would have to check that out if it's also available for Lennox because
maybe it is, but I can't do it right now because I'm so sorry about the noise.
Um
but anyway,
uh
and basically done with the re topology tweaks, which means I can
actually go back in
in a moment and fix the fix the broken movies that I now cast cost.
So I'm actually going to delete all of this on the left side of the sleeve because
all of this, which I remodeled over here is actually completely symmetrical,
so if I hide this
Yeah,
mm hmm.
Hold on.
Different.
Mhm
Yeah, Okay,
thank you.
Okay, I'm gonna duplicate this and mirrored over
also. I should disable auto merge
over here. Autumn advertises
to lead this.
Yeah.
Mhm,
yep.
I made a mistake, ought to merge just uh
messed up some of this like yeah, now it works like this button,
like uh it's so handy that it's in the header
so you can immediately notice if it's enabled or not,
but this can really mess up your topology, jesus
so much noise.
Thank you.
Okay.
Yeah,
mhm.
To be honest, seems like I actually need to duplicate more from the other side.
Um I think that's actually a more efficient way of doing this,
hold on,
no,
Yeah,
Okay,
no,
I'm gonna select all of this.
What's the, hold on,
but you know
mm
mhm
Okay,
one moment. Okay, I have this
gonna select more,
I'm gonna select all of this,
like all of all of this.
Okay,
I think all of this is basically symmetrical, so I can just
really go in here,
it's like this, entire part
of the topology
like this.
And then what I can do is I can symmetry is this.
So if I look for symmetries
and in the little options over here can select the direction.
It actually symmetries, is this part that I have selected?
The only thing left to do is to actually fill in the holes.
Mhm.
Yeah.
Mhm
Yeah,
uh there were also some more questions um uh
what is triangulated topology?
It's essentially like all of this, which I have read apologized,
it's made of quartz, like all of these phases have four sides
and for a game,
for a game topology you would actually
ah
yeah,
you would actually select everything or like actually the better way to
do it is to actually just like add a triangulate modifier,
like if I look over here, there's triangulate
and this is what it does, it takes all of the topology and it makes triangles out of it.
Um and this is what you would see in a game.
Uh it's it's essentially what every render engine
does towards when it is actually being rendered,
it is being triangulated,
All topology, all measures in three D. are actually triangles
um
in the end.
Yeah, yeah, game engines to this basically automatically.
Uh well actually also any other rendering engine
is doing this automatically in the end.
But the reason why it's actually beneficial
to do this preemptively for games is because
if you are a topology is being triangulated, you have way better
uh like you can predict way better the results of the shading.
Like if you're baking normal maps on a triangulated mesh,
the result is way more accurate and if your topology
super low poll you want to be as accurate as possible
for films, it's actually not that important, like you just subdivided
and you just add way more topology
and in the end
it's
being just triangulated by the rendering engine
but it doesn't matter at that point,
it's so high rest that,
it doesn't matter if any of these single faces gets like
triangulated this way or if it gets triangulated that way.
Um but with a low poly mesh,
this becomes really important,
like if you need to bake out normal maps for shade for like uh for which is
essentially going to affect how your face is
how your geometry is going to react to light
is very important that you exactly know if this
face will be triangulated this direction or this direction
and it is interesting if I like add a triangulate modified to this
and I started actually
moving
this vertex,
like you can see how the triangulation changes
and this is going to change how the faces are actually reacting and shading.
So
if it's really low poly you want that to be predictable.
That's why everything is triangulated.
Like maybe there's even more reasons to it, but that is the main one. I know.
Um
Yeah
um
where to find work I see someone ask um I don't know. Um
Yeah
it's like that's a bit of a loaded questions.
You can there's there's so many ways of actually finding work. I don't know.
It's like
it's a very deep question right now.
Yeah.
Okay,
okay.
I'm actually going to um nabil X symmetry and adjust this topology a little bit more.
Okay,
optimal display I'm going to turn that on.
Yeah,
now these changes will happen on both sides at the same time.
Exactly how I wanted to.
Mhm.
There we go.
Okay. And
I'm pretty happy with where the seam is.
This means that I can like have like an actual seem with stitches exactly here.
And uh the texture pattern will actually align quite nicely
to those seems so I think this was really worth doing
disabled. Automatic editing. There we go. But if we now look at this, the U.
Visa all messed up. Like look at this, this is like this is a mess.
So I actually need to fix this right now.
Mhm.
Yeah.
Yeah
I think this is coming from the neighbor's pretty sure.
Sorry about that.
Yeah.
Mhm.
Okay, now
um
yeah,
mm
I want to try something.
I want to try adding a mirror modifier
and enabling over here in the overlay settings,
modified edges.
That means that it's actually going to give me a it's supposed to give me a preview.
It just it
where did you go?
Uh marrow Hugh vis?
Here we go.
Yeah, now it's actually giving me a preview
of the mirrored U. V. S
and I can use this
at least as a as a kind of preview for how the symmetrical ups should look like,
even though I'm not actually using this mirror modifier in the end.
Um
but let's see
actually need to
have life UV unwrap enabled same thing over here,
thank you.
Yeah.
Mhm.
Yeah, I think I actually need to completely redo the CVS.
Yeah,
let's see.
Mhm.
Ah There we go.
Yeah,
yep.
Mhm.
Perfect. Now
mhm.
Uh what I had essentially was I was,
I mean I'm re treading now some ground from last week, I'm sorry about that,
but I really wanted to fix this.
Okay,
I'm still using area stretching as an overlay so
you can very easily see what's going on here.
Uh huh.
Okay.
Right,
yeah,
let it go.
Okay,
I'm going to scale this down
so that both of these sides actually fit in
and then I can continue again with the pinning
penalties.
Wait now,
pin these,
scale them,
Wait.
Mhm.
I need to be careful on what I'm actually pinning here.
Mhm.
Okay. What over here
is still exactly in the center? Think all the way
until here.
Mm
So I'm actually going to pin all of these as well
and scale them down the center. Going to select all of these.
Scale them down along the
zet. Access
a bit like that.
Yeah
going unpinned these actually
and instead rotate this,
move it like that and scale it down along the y axis over here
so that it actually nicely aligns with the other side.
We go
anything
like that.
Gonna disable overlays
over here.
Yeah
so that I can get a nicer preview.
Oh and I'm also going to enable
subsurface scattering. Oh I like that the U. V.
Smoothing is actually visible and the UV editor.
That's nice.
So the grey edges over here they represent the
you've is as they will be after the
subdivisions of the subdivision surface modifiers used.
That's great.
And I'm also going to do is I'm going to enable the mirror modifier
over here
just to compare the two sides. Like now I can actually see
how the left side actually looks.
So I can align this this is something I didn't do last time and I wish I did.
This is actually pretty useful.
So now just for the sake of having symmetrical U. V. S.
Because you're going to disable the surface modifier.
I can
align this perfectly
awesome.
Oh um And also
yeah
it's safe.
I'm going to
set the
where is it
said the
okay
the pivot point to be the two D. Coarser
and then I can actually
select all of these pins and actually put them in the correct center. There we go.
Um Are there any more questions?
I thought you used cloth and animation. Not a mesh in age and 3-7.
Did you use cloth or mesh? Well you probably mean cloth simulation
And um
in age and 3 - seven.
Hold on.
Mhm.
Oh that's the mirror modifier. Of course
An agent. 3-7.
There was cloth simulation. Yes, but only for the Henchman.
The rest was uh was just actually just normal.
Uh Just models.
There was no cloth simulation attached to it.
Mhm.
Okay let's see.
Uh huh.
Mhm.
Again over here I want to make sure that all the way up until this point
up until
this point,
all of this is pinned because this will be in the center
exactly in the center so now I can move this
20. I hope this is easy to follow.
I'm just kind of trying to get through this as fast
as possible because this is already stuff I did last week.
Um
I shouldn't take that much time with this stuff
so sorry if this is a bit fast.
Uh huh.
Mhm.
Okay.
Yeah.
Okay.
Need to move these down before I pinned them.
Mhm.
Now I can also see we're here on the other side where exactly these,
what is he, is this supposed to be
I like this feature to be honest, this overlay modified edges.
Just being able to see these great preview lines of where stuff is supposed to be,
it's really helpful
Yeah
okay, over here, same story, I'm gonna pin these
and I'm going to scale this down to zero.
Yeah,
there we go.
Just so all of this is kind of neatly following
Yeah
uh
Okay
for some reason it's kind of moving upwards over here,
I don't quite understand why
Yeah
okay,
now
now it's the next portion,
I'm going to enable the mirror modify again and I'm going to pin these
parts on the side because I actually want to
orientate this a bit more like this,
it's gonna stretch everything a bit but it's gonna align it a bit better
mhm
I'm actually going to undo pinning these guys
Mhm
It will make it a bit easier to align these,
that's
mhm
The reason again why I really want to align this nicely is so
yeah
um if I place a
mm
a fabric pattern on this
that it will actually follow
the shape like uh it will follow the sewing really nicely
mhm
Okay,
like that,
let's see
mm
Okay, again I'm going to UNp in these
mhm
Oh actually I've got to pin these again
then scale them down along the y axis,
make that just a little bit
Okay,
the same story over here, I'm going to scale this down,
move it out,
scale this down,
move it out.
Mhm.
Bit like that,
pin this and skillet down along the Y so everything gets nicely,
were more nicely aligned,
fixing a little bit of
weirdness over here.
I don't want I don't want to have any overlapping movies.
Yeah,
like that
disabled the
wait, okay,
now I'm going to use the grab brush and just move some of these ups around so they match
exactly where the other side of the USSR so
that these are as symmetrical as they can be.
I don't expect it to be so symmetrical down here though,
so
now I just need to move one of these vortices live on wraps, just everything.
And now
this is all nicely aligned.
Okay
then,
last thing
are the sleeves, but I see a question um
can we get screen cast? Oh yes,
I need to check if they add on books again.
Sorry about that,
I don't think it was updated. Now, screen cast key stuff, they still broken.
Uh I'm going to get uh to that, like
I should have fixed that already.
Like ask someone to fix it.
Next live stream,
ideally there should be screened cast keys.
Mhm
Mhm.
I wonder if this makes sense, like,
I think it does,
yeah, I'm gonna I'm gonna do it like that and then there's the cut cloth over here,
which means I need
to pin this
and I need to pin
this one.
I'm gonna uh
Thanks.
I'm actually going to unpinned this.
Okay, I'm gonna rotate this around scale this 20. I'm gonna pin all of this
over the round over here.
No,
wait, I'm gonna pin these.
Mhm.
I don't care too much about the inner side.
Okay, like that.
Mm hmm.
Okay.
Yeah,
yeah.
Which signed us that? I think that's the backside over here. Of the sleeves,
do you think?
Oh no way.
It's actually the wrong side.
This belongs over here.
What about this 1?
Yeah,
also the wrong side.
Mm hmm.
Mhm.
Okay,
I'm just gonna keep going though.
So again, I can just pin all of this.
I want this to be as rectangular as possible.
Yeah,
But without just uh
like aligning this automatically, I want to have some control over it.
There we go.
Okay,
yeah,
yep, that's kind of how I wanted to look like.
Yeah,
pretty much.
Mhm.
Of course not perfectly. Some of this is supposed to
not bend away as much.
I like this overlay that I can see how it actually looks when it's
subdivided because it gives me a sense of how much this will actually stretch.
It's amazing.
Look at this, like this is really bending away if I pin it and move it down.
Yeah,
I mean, I mean, this is the other side.
I don't care too much about that but uh you can see how much this is stretching away.
Okay
now same thing on the other side
I'm gonna pin this, move it over here
skillet down.
Mhm.
Mhm
mm
mm.
Actually
mhm.
I'm thinking if I if I could save myself some time like
I'm going to quickly test this like
if I select this site let's say all of this is already done
and I hope in all of these U. V. S.
And now I'm going to say
mhm
semi tries me uh this this for me. Okay hold on.
Symmetries
yeah.
Mhm.
I shouldn't do this.
Yeah.
Mhm.
Also I just noticed the
yep
the mirror modifying was fooling me
this actually
mhm
belongs to the other side so I can just mirror this
I think
yeah.
Mhm.
Okay now I'm just going to continue.
Maybe it was not
I'm going to do this.
Mhm
mm hmm.
Mhm.
Okay
mm hmm.
Going to position this as closely
as close as possible
to how I did the other side
like that
and then again I'm gonna pin these over here and also position them
as close as possible to how they are on the other side
just so they are as the USSR as symmetrical as possible
then over here
oh pin all of this.
Mhm.
Yeah
mm
pin all of this. Scale it down
really line this well
yeah
yeah.
Mhm.
Mhm
and that's basically it already?
Mhm.
There we go.
Okay, that looks good.
Mhm.
And then this side as well.
Yes.
Mm
Let's see
where is that actually? It's over here.
Mhm.
Yes.
Mhm.
Like that.
Yeah.
Mhm.
It was actually the other way. The wrong way of round. So
start with this.
What part of the U visas this?
Mhm.
It's the inner side. That's the outer side. Okay.
I'm going to start with the outer side because that is more important to me
like that.
And this
edge of the sleeve over here,
I'm going to scale this down like that
same story,
pin all of this.
Scale it down,
pain, All of this.
Let's get it down.
Move it down.
Mm hmm.
Yeah.
Okay. That looks good. I'm going to enable the division surface modifier just to see
this actually looks
you.
Mm
mhm
Okay.
Mhm,
mm.
Mhm,
mm.
Mhm.
Yeah.
Okay. And then I just need to align the other side over here exactly to the same thing.
Mhm
Yeah.
Can do.
Mhm
mm.
Mhm.
Mhm
Yeah.
Mhm.
Thank you.
Mhm.
Actually going to use the two tickers over here to
set exactly where I want this to be snapped.
I think now
pinned all this and scale it down along the Y axis 20
like that.
Mm.
Mhm
Yeah.
Mhm
Different point.
Mhm
Yeah.
Mhm.
I wonder what's going on with the neighbors.
Mhm.
Mhm
Yeah.
Anyway.
Finally. Okay. The U visa are basically done again to the
in the state that they were they were at the last ice cream.
Sorry for taking a detour
but
at least I was able to show some of these overlays
which is actually really useful. Having these
super nice
I can remove the mirror modifier
like that
and that should be it
perfect
looking much better.
Mhm.
Okay
mm.
Yeah I think I can be happy with having the scene right here
but now let's get actually to the other objects. So I think this is all good.
Mhm.
So
easiest ones or for example the eyes.
Yeah
right now this was just based on a U. V. Sphere and they come already pre made with U. V.
S.
But
those could be better.
I mean what I didn't really like to do is to add seems right here in the middle
and then it's just UV unwrapping it like that
then the front side over here it's actually way more important
actually
in this case
because it's the cornea I would actually want to have evenly
let's see
I want to have these
if he's evenly sized.
Yeah
okay
I wanted I want this to take the same material as over here just so I can see the UV grit
wow
okay
but the U. Visa on the cornea are really not that important.
At least want to have uh you visited kind of make sense.
Mhm.
Yeah.
Mhm.
Yeah.
Okay that's good.
I'm gonna
high teas
and bring back bring the actual eyes.
Like these need proper ups. This is important.
But over here same thing just placing seems over here in the middle
that should already do most of it.
But here I need more texture resolution for this part.
Hold on,
I'm going to copy the material over here so I get the texture. Great as well,
rumble, rumble, rumble. Okay now the backside is very irrelevant.
I'm just going to scale this down really a lot.
And this part is also very irrelevant
because it's just going to be black.
But this is the part that gets textured
so I can just rotate this so it's nicely aligned with the world.
Mhm.
And scale this up even further.
Yeah.
Now it is trying to minimize stretching right now.
Um
Well now let me say that again. This actually stretching a lot over here.
My God, it's rumbling a lot in the background. I'm sorry.
Uh So I want to try something.
Mm hmm.
I want to
where is it minimise stretch. I want to run this operator and see what happens.
Yeah.
And now I can with the mouse wheel
decide how much it's actually trying to minimize it.
Mhm.
Well I just want to use it a little bit
like
like this.
Yeah.
Mm hmm.
Mhm.
Like this
it's causing a bit of like um stretching overall as in the alignment um of the U. V. S.
But
overall it's using the area. Uh the like the area over here much more efficiently.
Although one thing is for some reason,
cost thing is that this is no longer circular and I don't like that.
Um
I wish there would be a loop tools
in the UV editor to be honest.
I wish I could just say make this a circle.
I don't think there is such a thing,
mesh look to it now.
Just the mesh look towards.
Well, luckily, if I think the selection over here,
this is over here which are no longer really circular.
It's really just, it would be the black parts over here.
So I think I can live with this.
Okay,
like that.
Mm hmm.
I think that's good.
Um well, the U. S. Are not quite
uh not quite fitting into the one by one space over here, I'm going to fix that
so scaling this up even more. Just a little bit.
Okay, like that.
And actually I'm gonna place this little guy
in the center over here.
Yeah,
there we go
next. Uh There's actually a little tweaks I wanted to do to the topology.
I noticed some problems I caused for example,
there is
a vortex over here that's merged. That's my fault. I think that was due to um
uh me having auto merge advertises enabled so
I can fix that now,
even though I'm I'm really not happy about having that this actually happened,
but at least
I can still fix it.
Come on.
Yeah,
I wish I had more fine control over how this is getting split.
Okay,
this is good. No,
this is also not right.
Mhm.
Hold on.
There's a mirror modifier here.
Yeah,
That's why it didn't do anything.
No.
Yeah.
Mm hmm.
Yeah.
Okay.
Let's see.
Mm.
Mhm.
Okay.
I think that fixed it.
At least for the topology.
I hope nothing
blew up
in the U. V. Maps
since these were just merged points, it shouldn't have
really damaged the U. V. S.
Okay, great.
Yeah.
Are there any more questions how our clothes made in blender?
Um well, there's many ways of doing it,
especially when if you want to go into cloth simulation.
Um personally I like to model them just how they are right here,
but that doesn't fit every style or every production pipeline for in this case,
since everything is just going to get rigged normally,
this is actually a pretty fine way of doing it.
Um Let's see.
But there's plenty more ways of doing it.
Um
you see someone to say try relax,
relax brush
or like, oh, you mean with minimizing stretching,
relax, hold on. Actually need to
relax.
Well, that's a mesh tools? Maybe I'm not quite understanding it. Sorry.
Um Another question, what's one thing you learned in your years of being a sculptor.
One thing.
Um
I don't know
what's the top tip I would give.
Um
even as a top sculptor,
your sculptor gonna look
Oakley
until they don't
like,
it's like as long as you keep going and you keep improving your result,
it's at some point going to look really good
and I feel like I got myself dissuaded from continuing
a sculpt
just because it didn't turn out how I want it,
but if I would just keep going at some point it would, it would be exactly how I wanted.
So,
and everything is malleable.
Everything is very easy to change if you are
kind of just halfway familiar with the tools.
So if you're sculpting just keep at it and at some point it's gonna look good.
Um but
also just as important,
you need to know how it should actually look like to look good.
So references are really important.
Um
There's like so many more tips that could be
that I could give. But you asked for one thing though, he's who he is one.
I see another question. Do you ever use the Minecraft blender rick? No, not really.
That would probably be useful if I would try some simple animations.
I don't know, but
I don't think I,
I'm going to use it for anything
right now.
Uh Another question I know this is a little bit off topic.
I have a character that I made and rigged any tips on how to animate them, Sorry, but
I'm not really that much into animation so I don't
think I can give a lot of good tips there.
Oh,
I'm going to play the solidify modify over here
and I'm actually going to
get rid of the inner sides.
Look over here
like that.
Still changing the topology. I'm sorry,
but I should have had this modify applied already.
Okay.
And I'm going to apply the mirror modifier
and now I can unwrap this.
It can also share the same material as over here.
Yeah,
I'm just going to align this like that for now.
Now I will put all of the hair probably on the same UV island.
Okay,
so
let's just focus for now on the teeth because I see an issue here.
Yeah,
it's actually not clipping the center over here. There we go.
The same thing over here. Okay,
better.
Okay, now is the time to actually apply the mirror modifier?
Mhm
mm.
Mhm.
And they can all use the same
subdivision surface modifier.
Huh? Why doesn't work
control L.
O. Link materials. Oops,
link, copy waterfalls. There we go.
Okay.
Mhm.
They should all have this material though.
Think material.
Oh,
it's good. But there's already
U. Visa on this thing.
That means let me undo
the mirror modifier.
I don't want that apply then.
And the way I just did.
Okay, hold on.
Mhm.
I'm gonna add this mirror UV option
and then I'm going to copy the mirror uh copy the modifiers over
so now
they actually preview the movies,
make materials.
It should actually
All right.
Yes,
there we go. It's actually having the correct U. V. S.
Mhm.
Nice.
Uh huh.
That's actually exactly how it's supposed to be.
Okay then I can apply the mirror modifier so this already has you
ve because the teeth actually just copied over from um from rain,
the other character.
Okay.
Yeah
this kind of makes it uncomplicated but it's very simple ups.
It's really just I split this in the middle with seams
and then just aligned it so that all the teeth over here
are like kind of in the same like these are the
front part of the teeth and the back part of the teeth
and they just all nicely line over here
like that.
Mhm.
Yeah
I just want to make sure that this all is correct. There we go.
Mhm.
And I made it so that all of these U. V. S. All of these objects used the same UV island.
So if I add a texture I can just have them all share the same texture.
It's just making it a bit more efficient. I see plenty more questions by the way.
Um
Which is the first blender animation you ever did?
I think it was like uh I actually animated a logo of a place where I had a
what is it called
practicum It's an internship.
It's like it's
like nine years ago or something?
Uh wow that's a long time ago.
Another question. Will the clothing be simulated entirely or just partially?
And most of it will be skinned.
Actually, all of it will be skinned, there will be no simulation.
That's why um the clothes are so tight, like it's very,
it's pretty much fitting exactly on the skin most for the most part,
so that's pretty much an intentional style choice so that the
rigging and the animation can be as simple as possible.
Um Another question. Okay. Say all of what you have learned about being a sculptor.
Okay,
that's actually a lot.
Oh.
Mhm.
I should make a tutorial course about this.
Uh huh.
Um
I wish I could just link some videos.
I should at some point like nick like a kind of a
curated playlist of just really good tips and tutorials that I found.
Just so I don't necessarily have to make all of these tutorials.
It's a bit out of laziness, but
it's,
I think there's already so much good being said. Why not share it.
Um
But
in terms of like
another really good tip for sculpting like something that
is being repeated a lot is just uh the
like
some fundamentals about design,
like having a good sense of like your primary secondary and tertiary shapes.
Um I also generally like to avoid parallels,
especially when sculpting hair or some dynamic shapes.
Try to
ah
No,
like so much like,
you can also just extract knowledge from other
fields like character design in general or like drawing
a lot of that goes hand in hand
using a lot of the same theory.
Mhm.
Um
Another question I want to sculpt a female character, but when I sculpt it,
it looks like a male character.
Can you please suggest me how to,
how to improve or you can just look up in an
anatomy differences between the male and the female skull for example,
and there's actually some interesting differences that can help
ah
like especially with the jaw and just how smooth the shapes are actually
on the female heads.
Um
But
also in terms of body proportions.
Um
uh I usually like also look it up on like a
book that I have like and had to be for sculptors.
There's some really good tips, there
just good things to keep in mind.
Uh Sorry,
it's like a big question and I actually want to keep going to the movies also for a bit.
Um uh Hey Falk, nice of you to join
ah
Another question, I fail to understand what the area stretching overlays shows.
Can you please explain to me? Thanks. Well uh okay, so well there's two
overlays that show stretching of ups
and angle is pretty self explanatory, like the more it goes to blue,
the less angle stretching is there.
So the face that you're having here is actually like
basically looking exactly like the one in three D.
Um But if you would skew this
it actually uh looks nothing like the original face
anymore and that's basically shown by these colors.
So it shows you how much skewed your ups are.
The area stretching is showing something different.
It's like how much space do these ups take up
um
on the U. V. S. On this UV space.
Uh If it's blue
that means everything is very evenly laid out and it's taking
up just as much space as in in your three D.
View port. So if you will take put a texture on it
it would have the same scale everywhere on the mesh.
But the more it's going towards green, yellow or even red.
That means it's taking up way more space than it should.
So any texture that would be on there.
Like any of this grid texture it's actually becoming um more dense.
I can show this over here on the head.
Like uh the colors are getting a bit confused over here because I
have three different you dems and they all have a different scale.
And the overlay is not smart enough to detect that.
But
over here
um Like you can see how the face is relatively green and sometimes also blue
and on the nose especially you can see that means the grid is actually bigger
and here towards the next neck.
It's getting to even towards orange And that means the grid is getting smaller.
So it relates to texel density.
Like
uh,
uh, so just in general how dense a texture would be on your model.
Yeah.
Mm.
Um, I'm also just looking at this and realizing,
oh, there's still the mirror modify. So still have some of this life.
Okay. I'm just going to continue with the service of the hair.
So I'm gonna select all of the hair objects and go into edit mode.
I'm actually going to go into local view here.
I mean,
okay.
And I'm actually going to unwrap all of it.
Let's start looking right.
Mm hmm.
Is that really correct? Okay.
I'm also going to have these share all of the same materials.
Mhm.
Seems to be correct.
This one also still has a solidify modifier.
I don't want that.
Okay.
Okay. Let's see.
Mhm.
Yeah.
Okay.
Um,
some more questions. Good. Good morrow from Jamaica.
There's a small eco, but I guess it's not a big deal. A small echo from my audio.
Uh,
I hope that's,
I hope that's not the case.
I also see a comment about scott eaten
the course by scott eaten.
I actually want to look that up.
Oh, anatomy courses.
Yes,
That's nice.
Like there's a lot of, a lot of things to you.
And when it comes to sculpting one of it is like the, the artistic side and also,
and then the like anatomical side, which is really helpful,
but
also the software site. So
there's so much to learn.
It's actually,
it's not that not that trivial,
I can recommend to just kind of learn everything a bit
bit by bit like not stress yourself too much and like
how much there is to learn
because you never stop learning,
just always keeps going.
Mhm.
Okay,
hold on.
So
I have this object over here and I want this to be symmetrical.
Yeah.
Mm.
Oh no,
wait,
mm hmm.
Yeah,
no, I think this fine up there are the eyebrows. Okay.
Mhm.
So I will try to make this symmetrical as well, so I'm going to pin all of this
and scale it.
Mhm.
Down
along the X axis
And you while using the two D cursor ideally as a pivot. So
two point
This one at the very center .5 and .5
over here using it as a pivot and then scaling this down along the X axis. There we go.
Yeah.
Something went wrong though.
Uh huh.
That's it,
mm.
Mhm.
Okay.
Yeah.
Mhm.
Oh
yeah.
Ah damn it.
Okay.
Yeah.
For the U.
Visa on this, on the scalp object, I actually don't have anything concrete in mind
to be honest.
Oh
yeah.
Mhm.
Yeah,
except that I want to have like in terms of the alignment, I don't care too much,
but I want to have
all of this pretty much
uh with as little stretching area stretching as possible.
So I think I'm just first off I'm going to pin all of these polls right here
if I move these around I'm gonna get some control over the general stretching.
Yeah
now if I enable proportional editing
it's going to make it a bit easier.
Mhm.
Yeah.
Mhm.
Now
actually going to add a mirror amount of fire on this
with bisect and mirroring the U. V. S.
So I only really have to do one side.
I'm going to again pin all of these points
like that.
Mhm.
Yeah
and I want to have all of this
pretty much
blue
yeah
as much of this as possible.
Okay.
Mhm.
Yeah.
Mhm.
Yeah
hold on
yeah.
Mhm.
Mhm
mm.
Mhm
I'm actually gonna try the minimize stretch
again.
So over here minimize stretch. Maybe that's going to help a bit
yeah
mm
I think that's
mhm.
Mhm.
Not really.
Okay.
Yeah
mm
I am married.
Yeah
yeah
mm
I think this is pretty much fine.
I don't mind this
now
of course there's also still the other parts of the hair
and I think for this I would like to have
the grid kind of aligned with the hair direction.
Mhm.
Like this.
So I think I have a very specific thing in mind for these
like this.
Mhm.
Yeah.
Mhm.
Now what I'm going to try to do is
okay
let's see
yeah
pin specific loops over here
like this
actually scale them down along the Y axis
mm
the way it can make I can make sure that they are actually aligned.
Yeah
exactly.
Mhm.
With the U. V. S like
hold on.
Mhm.
Yeah.
Mhm.
It's going to be not so trivial.
Mhm.
Yeah.
Okay.
Yeah
also I'm gonna enable the subdivision surface modifier for edit mode and
now you can see how like uh these uh the U.
V. S. Are directly aligning with the topology.
So that that way I cannot ensure that the if I add any textures to them they
will exactly follow the shapes so that's what I want to do with all of these.
Mhm.
First of all I should also align them so if I look from the top
it's like the second to the right this is
the one left to that. This is
the one in the center,
this one is over here, this one is over there
like that.
Yeah
and some of those are actually rotated.
So if I select all of them they should all
rotate in unison. They don't
yeah
now they're all aligned correctly
which means I can actually
continue.
Mhm.
Yeah
so this is like a general generally a thing that I try to do with the U. S.
To align them to the shapes
in a way where I can like
if I want to add a texture on top
it will actually
um
it will actually follow the shapes like for the
clothing that is essential that is so necessary.
If you don't want to do it for the main UV map. You should do it for a secondary
map
in this case. I don't mind if it's for the main one.
Mm.
Yeah.
Mhm.
Come on.
Mhm
mm.
Like that
also some fixing
we go
same thing over here.
Mm.
Yeah you can really see now how this is all starting to align.
Yeah
the one thing I just need to be careful about is that it won't cause any overlapping U.
V. S.
Mm
and not too much stretching.
Mm
This should be fine.
Same thing now over here.
Mhm.
Okay
I'm just going to start in the center to be honest.
I'm going to already pin
the ones that are
really needed.
Just rotate them around instead of scaling it already
pin this rotated around move it around.
Okay
also pin this.
Mhm.
Uh Let's see
just gonna pin this
Scalia 20
Scale This 20.
Mhm.
For the round
It's careless to zero.
Actually I'm also going to UNP in
like this entire loop around it. I'm gonna try that for a moment
because that one is really just made for
for some general thickness that I added on top
on top of that I added
um
might actually relieve some stretching if that one doesn't have any pins.
Yeah
yeah
it's looking good.
The same thing over here.
Uh
Oh man
yeah.
Um Just going through the questions right now.
Yes I am Union Casper I think I also added it to the description.
Uh
Yeah
mhm
Okay hold on again I'm going to pin all the most important ones over here.
It's this one
this one
I'm pinning all the ones at the
order.
Mhm
mm.
Mhm
I think I'm almost done
with this.
Oh
Mhm
mhm.
Yeah.
Mhm.
Okay
he's too nicely aligned now.
Perfect.
Last one
depending all of these, depending all of these
pinning enough of these.
Mhm.
Yeah
um pinning the border
mm.
Mhm.
Girl
yeah
yeah this all seems to be aligning nicely so
now I can move this all a bit closer together
so that it doesn't waste that much space.
Could maybe also rotated to be honest
I shouldn't rotate it.
I already lined this
mm
I think that should be fine
people
now all of these already work kind of nice.
Mhm
I saw a little bit of intersection.
Mhm
Okay I'm actually going to add the mirror model. Fire back on this object
with bisect and mirror Yoervis.
Just so I only have to really worry about one side over here.
On the other side is just going to end up
exactly here.
Perfect.
Mhm
mm.
Mhm.
Okay there's some more questions questions.
Any suggestions for beginners is my third time watching this life. Okay
uh for UV unwrapping
it's uh oh man
I really want to do those
tutorials for the UV unwrapping
um because I wish some of these things for people easier.
I think one of the things to kinda okay what's
the best things to learn for the beginning for beginner like
uhh
uh I don't know where to start right now sorry.
Yeah.
Mhm.
Uh Hold on
okay
mm
quickly
yeah
I mean for
mm
in general the most important things for you this
is to use as few seems as possible and to
minimize the stretching as much as possible so when you're like uh when
you're unwrapping something you want to unwrap it as best as possible like cube
so that all sides are perfectly preserved on a two
dimensional plane basically exactly like how they used to be in
yeah
hello?
Sorry
um
okay
Basically exactly how they used to be in three D.
Like how you're just basically placing seems and then cutting away
and
and then you can just unfold it
so if you have that down if you know how to do that and
you kind of get a good sense of how to unwrap a model.
The rest is
is pretty much a cakewalk like that's the most important thing.
Yeah
hold on.
Yeah.
Mhm.
Uh
I also see some more questions uh why don't you
post on your channel or social media anymore except twitter.
Oh
um
actually still
ah
I should post again on art station even though
I think on twitter twitter is in general just my favorite platform right now
um facebook, I kind of abandoned to be honest. I use it still for messaging friends
but I don't like the platform that much anymore.
Uh instagram I tried out for a while but I
didn't really get on board with it,
it's a bit sad but I just don't really see it as a social platform,
it's
it's just not really uh
fulfilling the purpose that I wanted to have, like what I actually needed
four
like the notifications are a really good example,
like there's no way of filtering notifications and if you get just a lot of likes
for something,
comments just get lost
in the like an endless stream of notifications. I just really
didn't quite fall in love with us with the software and sat with the platform
apart from that, what are the
platforms are there actually?
I think youtube, but I never really posted much there anyway
um
in the description,
another question in the description it says add some
more important UV maps for procedural shading techniques,
techniques, techniques, Could you explain this more
once I'm done with the hair, I would like to add some
uh secondary UV maps for the clothes that let me very easily add.
Seems to the model like as in stitches, procedurally.
Um
I think uh
someone actually did some better tutorials on this on the blender cloud
with a procedural shading course
but I will try to use some of these these techniques as well, I'll get into them
at some point soon.
See you,
I want to try
to add enough. Seems over here
to stitch this model in half like that.
That should do it.
Mhm.
Yeah,
I'm gonna mark the seam right here.
Yeah.
Uh some questions.
Also thanks for replying to the comments in the
block posts and explaining people's questions and confusions.
You're welcome.
Um
Yeah,
also I see someone's uh comment using seems for
ditching on clothes. Sounds awesome. Good example and can't wait to see it.
Thank you.
Um
another comment, your hair trick that shows uh in the rain video is amazing.
Are you planning to do that in Livestream soon? Yes,
I also want to
I mean, I probably want to do some
actually, not that I'm thinking about it,
I probably want to do something different for
snows here because it's just generally more curly.
So
I will see if I can add some fake anisotropy or like,
like these anisotropy shading effects
would be nice.
Yeah,
but maybe I'm going to do something different
just to sell this curly hair in a procedural way.
That would be super nice.
But I will get to that once. Um
yeah, once I'm at the shading poet essentially.
Yeah,
there we go.
Mhm.
Okay,
placing all of the scenes that I need to have,
Yeah.
Mhm.
Yeah,
mm.
Mhm.
There we go.
Mhm.
Yeah.
Mhm.
Mm hmm,
mm.
Mhm.
Yeah.
Mhm.
Okay.
Yeah.
Mhm.
Yeah.
Yeah,
I don't know.
Yeah.
Mhm.
There we go.
Mhm.
Yeah.
Perfect. Are there any more questions?
Mhm.
Ah What's the easiest way to make stylist hair for animation and blender?
Please make an in depth video on that.
See a lot of amazing videos but it's for zebras users but not for blender. Oh
stylized hair.
Yeah
I mean one of the
most usual
ways I see how people create stylized hairs with curves.
Thank you.
That's one way of doing it.
Yeah.
Mhm
mm. Would be nice to show that uh and give some more tutorials.
Yeah.
Mhm
mm.
Hold on.
Mhm.
Four.
Mhm.
Okay I'm gonna try to straighten these now.
Mhm.
It could be really useful.
Mhm.
Oh.
Uh huh.
Yeah. Visa straits
and they wash. Yeah and they follow
and the U. S. Will follow the shapes much more.
Okay let's see.
Mhm.
So if I do this just kind of like sculpt this a bit more into shape
then scale it down along the Y access
now this is following the shape much more closely.
Mhm.
That
it's getting it down.
Mhm.
Yeah
just I'm just focusing on the pinpoint points right now
just making sure that I
arrange them correctly because everything else will just follow them.
Mhm.
Like that.
Mhm.
Oh.
Mhm.
Yeah.
Mhm.
Yeah.
Oh
there we go
mm hmm.
Mhm.
Yeah
mm.
Mhm.
Yeah.
Okay. I think all of these are lines are aligned now.
So if I look at this,
all of the movies are just nicely following the shapes that I sculpt it
and reach, apologized.
So if I now bring all of the other ones back,
can actually arrange all of this
to fit onto the same UV island, that would be ideal.
Mhm,
mm hmm.
Yeah,
this is pretty much the right size.
But if in doubt I can just press control a
and it will resize although UV island so that they
uh have the same density. Pretty much.
Okay, I'm gonna scale all of this down a bit.
Yeah,
but not just like that. I'm going to use the center
of the U. V. And the like UV space as the pivot.
So some of these just stay symmetrical.
Mm,
mm hmm.
Yeah,
there we go.
Uh huh.
Yeah.
Mhm.
Good.
Mhm,
mm,
mm hmm.
Mhm.
Okay. Let's try to arrange this a bit differently.
I want to use this space as efficiently as possible.
So these
need to be arranged a bit
in a different way.
I think there's still plenty of space left. I could even
scale this up a bit more.
Yeah.
Mhm.
Maybe I'm getting greedy. I don't know.
Okay,
But if I do this right,
Okay.
Yeah.
Mhm.
Then I just get more
space for textures
like that.
Mhm.
Yeah.
Mhm.
Okay.
Mhm.
Yeah.
Okay.
Like that.
This is really just a puzzle.
Like uh how do you fit everything on this thing as efficiently as possible?
But there's also scripts and adults that make this do this automatically
and in a pretty good way I actually need to compare them a bit more
and use them.
Yeah.
Mhm.
I think that's good.
One of the things I would then like to do right now is to actually
apply the mirror, modify us over here,
same thing on
the body.
So now if I go in here all of it is nice and symmetrical
and if I go
in the
hair
here he is
all of this also
aligned nice or at least this part over here is the light nice and symmetrical
or it used to be.
Yeah.
Damn it
now it is again.
Mhm
mm.
Yeah.
Yeah
it's a little bit of overlap.
Mhm.
I wish there would be an overlay.
Um that shows any overlapping
U. V. S. And also mirrored ups. Like lots of debugging overlays that would be useful
but
looks like I have all of the main U. V. S laid out except for the tongue.
Oh no it actually already has your keys
still has an armature modifier.
It's not good.
But yeah
here we go.
Mhm.
Ah Some more questions.
Thanks for doing these streams julie and I'm following along as I
make similar a similar character and learning a lot about U.
V. S. From this. Thank you. I'm glad.
Um If using a software with three D. Global space mirroring like Substance Painter,
is there any reason to spend the time? Symmetries in the U. V. S.
Yes well
and substance Painter um
Just
keeping symmetry while painting is relatively straightforward.
Same as blender in at least in three d. space.
But if you ever export your textures to a two D.
Editing software like create a of Photoshop or something like that to paint over it,
it's actually massively beneficial to just be able to
uh just to know that the U. Visa symmetrical. So you can
Just paint one side and then flip it over to the other.
Um So that's just that's basically the only advantage of using merit U. V. S.
Uh symmetrical U. V. S.
They will make sure that you can also easily edit the textures outside of a three D.
Application.
It's basically just something I got used to doing,
especially for film productions that can be useful.
But
Uh if you're making you these four games
it's generally more efficient too
use as much space as possible
as efficiently as possible. Soldiers
don't even worry about symmetry. They are just trying to
uh use as much of the UV space that as you can.
Um But anyway I wanted to show some
uh stuff like extra UV maps so
for the hair I'm going to wait until I actually get to shading.
Uh then I know probably a bit more about what
is going to be necessary as in U. V. S. I can still add more UV. Small shading.
Well during the shading but for the clothes I already know
I'm going to add some extra TVs that will make it easier to place.
Seems procedurally.
I also see another question. Hi I tried using Planete UV
uh myself but the relaxed brush just doesn't work properly.
Do you have any tips on having a do a decent job actually relaxing the topology,
not just squeezing it?
Um Well for U. Visa relaxed brushes. Pretty terrible to be honest.
As long as you mean the relaxed brush over here in the U. V. A. Editor.
What this does it just smooth
your topology like it's an actual mesh and that also means
shrinking it and distorting it so that is actually pretty useless.
Um Except for like some very specific cases where it could be useful
but it's not relaxing its smoothing so that's something to keep in mind.
Um
I wish it would be different.
Mhm
mm.
But yes so
I'm already kind of aware about where the seams are supposed to be.
So what I could do is
just make a new
um
a new grit texture. Let's see
actually going to switch to the shader editor and just
yeah
Plug This one in
like that.
Okay
going to isolate this
and make a new UV map and this I'm gonna call. Seems
this is a bit of a tip that I
make something that I looked up from semen
where he was just placing.
Seems procedurally and it's actually really quite useful,
so
mhm
basically what I'm gonna do is going back in here.
Mhm.
First of all I'm gonna,
I'm gonna remove life on rap. I'm gonna disable it
that way. I just make sure that I don't destroy any of my ups
now.
Mhm
I'm going to
remove all of the pins
like that.
Okay,
now I need to get
this part for example
these uh like I know that I'm going to play some seems over here
so I'm going to get this strike these stripes over
here from the topology and I'm going to make them as
uh as straight as possible.
So if I select one of the faces over here, I can use UV and then follow active quat.
Where is it?
Um
Unwrap follow active quat.
Thanks average.
Well, that's not quite what I hope to happen. Um
mhm
Which one is it?
A line.
Otto no.
Yeah,
straighten
selecting all of this
align, straighten no.
Yeah,
mm hmm
should have looked this up before.
Which operator this is exactly.
Mhm
Oh well.
Mhm
I'm going to select at least already the ones that I need like these.
Yeah,
hiding them.
Then I also need these two.
I hide them
and
also ideally
these two
over here.
Well, I'm just going to add this one as well.
Mhm
And height this as well.
Um Hi this
these are all the
the seams that I need
to invert my selections. Just scale this down basically
just keep this to the side.
I don't really think about it
like that.
Yeah.
Perfect.
Yeah.
Actually I'm kind of scale it down even more.
Mhm.
Yeah,
should not put it on a little red cross.
Can I show the texture at least? Yes. Thank you very much.
I just want to have it on the side. Like not really
focus on this
now.
I'm going to hide this
so I can focus more on these guys
now.
Yeah.
Do I need to have the selection sink
here? That's the case.
Follow active quads.
Right.
Mhm
if you
follow active quads.
Okay
let's just make seems from the current UV islands and then I can maybe do this
more easily.
Um
I see a question or maybe an answer
after making the quad perfectly aligned rectangular,
then unwrap follow active quad should work properly.
Okay now I place the seems so if I select one of these and say you follow active quad.
Okay,
select all of this. You follow active quads.
There we go.
Okay that looks already better but still not like what I wanted. Um
Maybe
even find select even know
length.
No.
Yeah.
Okay.
Oh
this is pretty unfortunate. Well
in that case the
the default way of how I would just do this. If it doesn't work like this is just
aligning it manually
scaling this down along why scaling this one down along why something for this?
Same thing for this?
Okay,
now if I scale this up
immediately,
uh you can see where I'm going with this.
Like I could place a tiled seem texture over here or maybe
create one procedurally and it will just follow this patch over here
and
as long as
yeah,
I have this
very much aligned with the edge of the UV map,
you can also predictably place
mhm
that seem
from a fixed distance
to this
uh this edge over here.
Okay,
let's try that.
Also like to have this kind of evenly,
this is not
exactly how I wanted to be
and then
yeah.
Mhm
Okay.
Mhm.
Yeah.
Mhm,
mm How do I make this
in a way that it actually doesn't stretch.
This is much but actually ends up more
mhm.
Well,
having the,
the grids more evenly
aligned,
evenly scaled.
Mhm.
That might actually be something that I will need to figure out in the
next stream
since I'm already getting
a bit short on time.
But
since the movies are pretty much close to being finished,
it would actually be great if I could just
let's see,
yeah,
if I could actually just start with the shading in the next dream,
it would be amazing.
Mm hmm.
Mhm.
So if I continue with uh with a UV mapping
next week, it will be in combination with working on the shade ours
where these SUVs are actually becoming important.
Mhm.
Was he meant the back over here?
Mm.
Yeah.
Yeah
that's
okay.
Mm.
Mhm.
Come on.
Mhm.
Try to unwrap this and then stay over here.
Follow active quiet.
Yeah.
Mhm.
It doesn't quite work.
Mhm.
Yeah I think I'm going to get back to this but the main U visa all set up
those work.
Mm
It's done for all like the entire character.
So I will be able to use this for the shading
in the next dreams.
In case for the extra U. V. S. I will just add the next at them next time
or finish them next time.
But I hope this was useful
and I would say I'm going to sign off and I'll see you next time.
Mhm.
Okay then
see uh
Yeah.