Blender 2.8 : UV-Mapping Controls & Shortcuts (IN 4 MINUTES!)

so you know what UV maps are you know how seams work you've trimmed all the fat off of your model and you just need to know where to click and what keys to press not a problem in the next four minutes you will know exactly where to move that mouse in order to map your UV just the way you want all right let's do this click UV editing zoom in or out to Center your object in object mode press a to select all go to edit mode and on the left side click UV sync selection do not forget to do this otherwise you're not gonna be able to see what the hell you're doing then go over here press u to bring up this menu and check live unwrap awesome the setup ritual is now complete go to the side of your object that still has its faces select faces press a press you project from view BAM look at that we are almost done from this point you can just control the map the exact same way you would control everything else you can drag select points edges or faces and once you've selected something you can move them with G rotate with R or change sides with s you can also type in numbers for exact amounts for example if you want to rotate this part of the map 90 degrees you can simply press R type in 90 press ENTER BAM rotation complete for now just move the whole thing up go to the front view hold shift and left-click all the most important faces you don't have to select everything just the things that you want to put the most detail on press U and project from view again and do this for the top back and bottom view some of you might have noticed that this method of texturing doesn't capture every face for example the inside of the handle doesn't show up on any of our map because it was always behind something now if that bothers you you are welcome to go over here move your mouse over the object you want to detail and press L this automatically selects all the faces related to that object press you smart UV project set Island margin to 0.3 and the map for the whole object will be generated it'll be big but you can just press s to shrink it and move it into a corner from this point go to object mode click on the object go to edit mode hold shift and left-click all the edges that you want to put seams on right-click and Mark seams if you want to map things out manually if you change your mind you can always control Z or right-click to clear seams now I'm not gonna do that because I know that the character's hands are gonna cover up the handle and I also know that the average person is not gonna notice the detail there even if I put it in so for me the match space that I would need to use for this face is just not worth the space that we would have to give up from the more important faces that I know the player is going to see once you've got the most important faces for each side on your object mapped out the next step is to square everything out your map is going to be a square so try and organize everything into a square the first step of the process is to simply make sure that no two faces are overlapping once you've done that start stacking everything up nice and even only you know what areas are most important for your map to make those areas bigger than everything else if at any point you decide that you want to connect two separate parts on the map you can use the stitch tool for example if i smart project the magazine it's gonna show up like this but if i want to connect the left side to the back side all i have to do is go to edge mode hold shift to select all the edges that I'd like to connect press V press ENTER check it out just like magic they are now connected if you have an entire object separated like this select the points that you would like to line up right click and align X to match them up perfectly you can do the same thing with align wife or horizontal points the result should be a perfect square which will fit beautifully into the rest of our map once you've got your island squared out start putting them together in the square swipe you can and with that being said I just want to give a quick reminder that this method of texturing is designed to maximize detail and minimize wasted space but the trade-off is it takes some time to set up just try your best to take up as much empty space as possible congratulations you're done you have now officially made a map that conforms to professional Japanese standards you should be proud this is a pretty tough style to do if you want to be lazy though I've got a super simple super fast alternative method instead which I will be sharing with you in the upcoming tutorials for now hope you learn something thank you so much for watching if you enjoyed this video don't forget to Like and subscribe hope you have a fantastic day now see you around you

23 thoughts on “Blender 2.8 : UV-Mapping Controls & Shortcuts (IN 4 MINUTES!)

  1. You've just explained all the information I want in very short minutes. It's magical!
    You should have a hundred times more subscribers Imho.

  2. This is not how you should do UV at all ! You are stretching all those faces, why you use projection from view? this kind of techniques could be use for very low poly models but for maximum detail ?? this is not how it works. You don't have a UV checker texture, you should use one all the time. Why are you not using seams if you are not using them why bother to activate auto "live unwrap". This may work for the style of your game but this is not a professional way to unwrap models. Sorry for the brutal honesty but its how I see it.

  3. thank you thank you so much for this uv mapping!
    don't really like uv mapping but i know that i really need to learn it somehow. This motivates me!!

  4. If you wanted to uv map all faces that don't show up from the project from view operations, couldn't you select all faces in the uv editor, then in the 3d view invert selection and unwrap?

  5. Hmm, interesting – I tend to Live UV Unwrap the whole thing, , then use Align X/Y to tidy stuff up for packing. Only a minor quibble, love your videos – so concise!

  6. Amazing. Will you do this same thing but with characters? Cause I'm sure the method will be quite different.

  7. Not much for now, they definitely need to add texel scripts, ZBrush definitely faster, 3dsMax too, but they paid

  8. HALOO ! There is one super usefull feature. It's called "show streaching" you can anable this funcion in adwanced options in view…setings? On left corner of UV-editor. I will rewrote this comment again tomorow, when i will have my computer back :p (and Fix my lack of nesesary words to descibe this correctly)
    Ps. As always good content 😉

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