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  • - [Zach] Welcome to the sixth video

  • of the Blender 2.8 beginners tutorial series.

  • In this video, we will UV Unwrap the apple

  • and the knife for our 3D scene.

  • As always, you can find the time stamps

  • of this video in the video description below,

  • and if you want to follow along

  • sign up to our resource section free of charge

  • where you can download all the project files,

  • our handy Blender 2.8 shortcut PDF

  • and other helpful resources.

  • The link you find down below in the video description.

  • Hi everyone, Zach here for cgboost.com,

  • and let's get started.

  • If you're not familiar with the term

  • UV Unwrapping or UV Mapping,

  • this process helps us to put a 2D image onto a 3D mesh.

  • In this process, the mesh will be unwrapped

  • onto a flat 2D plane.

  • Imagine a cardboard box, which you cut on the edges

  • and then lay it flat on the ground.

  • Now, it's very easy to paint on that,

  • then you can put it back together,

  • and then you have a nice, 3D painted cardboard box.

  • In Blender you won't actually unwrap the 3D model.

  • So, you won't see your model unwrapped in the

  • 3D viewport, however you will define seams

  • where the mesh should be cutted and then

  • you run the UV Unwrapping process which happens

  • behind the scenes, and then in the UV Editor

  • you will see the final unwrapped model,

  • which is also called UV Map.

  • UV stands for the X,Y coordinates of a 2D plane.

  • Then you can place a 2D pixel based image underneath

  • the UV Map, then paint above the UV Map,

  • and then you will see this nice texture on your 3D model.

  • Okay, now let's have a look how

  • this UV Unwrapping process works in detail.

  • All right, before we start the UV Unwrapping process,

  • please again make sure that all of your object

  • has a scale value of 1,1,1.

  • So, select all the objects and if one of those object

  • don't have this, press Ctrl A, and apply the scale.

  • I mentioned this 100 times already, but it's so important

  • and also for UV Unwrapping, if the scale value

  • is nonuniform, this will cause trouble.

  • So, do yourself a favor and do that.

  • You can also simply select everything and press Ctrl A,

  • and click on apply scale.

  • Now, let's go over to the UV Editing workspace.

  • Depending on what you have selected,

  • you will automatically switch over to edit mode.

  • But let's quickly go back to object mode

  • because first of all, I wanna show you one thing.

  • If I select a cloth, tap into edit mode,

  • and select everything, you can see over here

  • in the UV Editor, that this object already has a UV Map.

  • And that's because if I tap back to object mode,

  • add for example, a cube, all the default objects,

  • if I open this down here,

  • have a automatic generated UV already,

  • when this is enabled.

  • So, if I tap into edit mode of the cube,

  • you can see we have a perfect UV Map over here already.

  • So, and the same thing applies to the cloth here,

  • this was a simple plane, as I edit this,

  • and also a simple plane has a UV map already,

  • as you can see.

  • So, we don't need to create a UV Map for this.

  • So, that means we can simply hide this,

  • then for the bowl, we also don't need a UV Map,

  • because for this, we will only use procedural textures,

  • which are computer generated.

  • What this means you will learn in one of the next videos.

  • So, let's hide this as well,

  • and for the wooden planks over here,

  • we will use a automated way

  • to place textures onto the model.

  • And what this means, you will also learn later on,

  • so let's hide this as well.

  • The only two objects we need to manually unwrap,

  • are the apple and the knife.

  • So, let's select the apple, press Alt G to recenter this,

  • and let's also move this knife a bit closer here.

  • So, when I select the apple, tap into edit mode

  • and select everything, you can see that this has some kind

  • of UV Map already because we started with a UV sphere,

  • and this has an automated generated UV Map already,

  • as I showed you with the cube.

  • But, we can simply ignore this,

  • because we wanna generate in U, UV Map.

  • So, first of all, if I deselect everything here,

  • by simply left clicking somewhere and just select

  • a few vertices, you can see over here we only see

  • the vertices which we have selected.

  • When you're starting out with UV Mapping,

  • this can be quite confusing.

  • So, what I do recommend, at least for now,

  • is to enable this little button here,

  • which basically synchronizes the 2D view,

  • the UV Editor and the 3D view, in terms of what we select.

  • So, if I select something over here,

  • this will be selected here as well,

  • and the other way around, as you can see.

  • And in this way, you always see the full UV Map also

  • when you don't have everything selected over here.

  • So, in order to create a UV Map, what we need to do,

  • let's go to edge selection.

  • We need to select edges and define them as seams.

  • So, the UV Editor knows how to unfold, or unwrap the model.

  • So, for the apple I already tried this.

  • What I do, I hold on Alt and left click, to select

  • a loop over here, then with Shift, Alt and left click,

  • I select this loop, then this one here, and this one.

  • So, I hold down Alt and Shift,

  • then I can select multiple loops.

  • And in order to mark this edges as seam,

  • I simply right click and click on mark seam.

  • If you, for example, accidentally mark some edges as seam,

  • you can simply select these, right click and click

  • on clear seam, to remove the seams.

  • Then, let's press L with the mouse above the apple,

  • and press H, to hide this,

  • so we have a better view onto the stem here.

  • Now, let's Alt, left click, select this loop over here,

  • and with Alt, Shift, this loop, then right click mark seam,

  • and now press Alt H, to unhide the apple.

  • Now, we need to start the unwrapping process for that,

  • important, we need to select everything with A,

  • in edit mode, and then we go to UV and simply click

  • on Unwrap, you can see immediately this was unwrapped,

  • depending on where we set the seams.

  • What we can do down here, is to change the margin

  • between those islands, so each of those areas,

  • are called islands, UV islands.

  • So can change the distance, and over here,

  • if I disable this again, we have some options to select,

  • and for example, this over here, allows us to simply

  • with left click, select whole islands.

  • And same as in edit mode, or in object mode,

  • in the 3D viewport, we can use G, for moving around,

  • when something weird like this happens,

  • then we have proportional editing still enabled,

  • so, let's disable this, now if I move this around,

  • you can see I can change the position,

  • or, the rotation, with R, and with S, even the scaling.

  • But, I don't recommend to simply scale single islands,

  • and place them somewhere here,

  • because the size of the islands are now matching each other,

  • that means, the size of this face, for example,

  • represents the size of the face here on the apple,

  • and this has the right size also depending

  • on all the other islands.

  • So, if you wanna scale this, you have to select everything,

  • and scale everything, so that you don't have

  • a higher resolution on one area

  • and a lower resolution on another area.

  • So, now what I try to do is to place these islands

  • in the best way possible, so that they use

  • the most possible space of this square, here.

  • So, I press R, for rotating this, scale this,

  • and then with the island selection enabled,

  • I select the single islands and move them around.

  • With left click you can place these,

  • and make sure that none of the islands overlap each other,

  • because when I paint this area here,

  • then the same color will be applied to this area over here.

  • So, it's important that everything

  • is not overlapping each other.

  • So, I think we can scale this even more.

  • Also, take care that we don't go over the edge here,

  • so, move this closer over here.

  • So, this looks quite good I think.

  • Let's tap out of edit mode.

  • If you like you can simply hide the apple.

  • And maybe let's simply press Alt G,

  • with the handle selected, and recenter this.

  • So, now we have a little problem because the knife consists

  • out of two objects, the blade and the handle.

  • But here in Blender, we can simply select two objects,

  • and with Tab, enter edit mode

  • of both objects at the same time.

  • Again, if I select everything you can see

  • we have some weird UV Maps here,

  • and that's because we started with cubes,

  • and they had the default UV Maps already.

  • So, we can ignore this again.

  • And for the unwrapping process,

  • let's enable the sync function again.

  • First of all, let's click somewhere here with L,

  • I select the blade and press H, to hide it

  • so I have a better view here on the handle.

  • Now, edge selection is still enabled.

  • Now, let's Alt, left click, to select this loop.

  • Then with Shift, Alt, this one here,

  • and also the two on the other side,

  • and also these over here.

  • And to make the UV Unwrapping process as simple as possible,

  • I basically just cut off each side.

  • So, all these are selected, right click mark seam,

  • then let's press Alt H, to show the blade,

  • now let's deselect this and with my mouse above the handle,

  • press L, to select this, and H, to hide this.

  • Now we can focus on the blade.

  • First of all, let's select this one over here,

  • then with Ctrl, left click this one and then you can see

  • the shortest way in-between will be also selected,

  • and if I hold down Ctrl again, I can do it again over here.

  • Then let's right click and mark this as seam,

  • let's do the same thing on the other side,

  • with Ctrl, I select the whole line here, right click,

  • mark seam, then I select this here, mark seam,

  • and also these two over here, right click mark seam.

  • Now, press Alt H, to unhide everything,

  • select everything that's important, click on UV and Unwrap.

  • What you can also do, is simply press U,

  • and then you have the same menu over here,

  • you can simply click on Unwrap.

  • Now, the margin down here is a bit big,

  • let's decrease this, and as you can see,

  • this already places the islands pretty well,

  • we have a lot of empty space over here,

  • but since these are very long islands,

  • I think it would take a while until we figure out

  • a better way to place everything.

  • So, I think in this case, we just leave it as it is.

  • Let's tap back to object mode.

  • Go back to a layout, now we can simply save this.

  • Yay guys, now you have a rough idea on how

  • to use UV Unwrapping in Blender,

  • I hope this video makes the process clear,

  • certainly the more complex your object gets,

  • the longer the process and editing the UV Map takes.

  • Anyway, if you enjoyed this video make sure to like,

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  • If you wanna learn Blender 2.8 even deeper,

  • and wanna make sure that you don't miss

  • on important fundamentals, make sure to check out

  • my Blender 2.8 launchpad course, which I created

  • with speak attention to detail, so that you have a full

  • and deep understanding of the fundamentals of Blender 2.8,

  • while creating a full animated scene from scratch.

  • If you wanna learn more,

  • check the link in the video description.

  • Thanks a lot for watching, guys.

  • Now, check the next video, where we will use

  • the texture paint mode, to project paint images

  • onto our models, to have realistic looking texture details

  • on the objects, which we will use later on in our materials.