From the course: Blender 2.8 Character Creation

UV mapping the suit

From the course: Blender 2.8 Character Creation

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UV mapping the suit

- [Instructor] All right so now let's start thinking about UV mapping. And I think we're only going to need to UV map a couple of objects. Because I really don't need much more than just materials on a good part of this. But one thing I am going to need a texture on, is the suit here. The suit with the cloth. Because that high resolution information is going to be baked out to a normal map, which is a two-dimensional image. I know we're going to need this. To UV map this, first of all I'll just take the previews down on the multi-resolution modifier, all the way to zero, just so we can move around the view port a little easier. And secondly, let's go over to the UV editing tab right here. And what that does is it takes the selected object into edit mode, and it brings up a UV editor. Let me grab this and take that all the way to one side. And actually, it did not. This is an image editor. We need a UV editor. Right here. Now that we have our object in edit mode over here, and a UV editor here, we can begin selecting edges and creating seams, by which the mesh will be cut and laid out into two dimensions. Actually, let me tab back into object mode and just select that object, the suit. And then I'm going to press shift+H and that will hide everything except the suit. And that'll make our job a little easier here. Let's tab into edit mode and now we need to think about how we would cut this out. How we would split this up, so we can lay the suit flat. Kind of as if we're taking a costume, we're cutting it up, and laying it flat on the floor. Well, for me I think probably, I would cut it here. I'll press alt and click an edge here. And then I'll press alt+shift and click an edge here, and I can see that we're probably going to need seams here. What I'll do is I'll press ctrl+E to bring up the edges menu and I'll choose "mark seam". And there we go. If I hit alt+H to deselect that, you can see how it got this red line now, which is marking that seam, as to where that's going to be cut, when we actually do the UV unwrap. Where else are we going to need a seam? Well I think I'm going to want a seam right down here. I'll press alt and click this. And that will create a seam right here. ctrl+E "mark seam". There we go. We have seams here and here. I'm going to need to cut them up here, so alt click here. And alt+shift click here. And then ctrl+E and "mark seam" here. Now that I've got all those seams cutting it right down the middle there, if I just select this torso area, I'll hover over it and push the L key. You can see the UV map that was originally from the cube, or whatever we began with. I guess that would've been a cylinder. Whatever we began this object with, already had a UV map on it, but as we extruded and changed it over time, the UV map here has become pretty much useless. What we need to do now that we've created the seams, is just select it all, press the U key to bring up the UV mapping menu, and then I'm just going to click "unwrap". And there we go. Now we have these two UV irons laid out flat that we can apply two dimensional images to. If I come up here, you can see we've got vertex, edge, base and island. If I choose island, I can select one of these and hit G and move it around. Or hit R and turn it. So we can work with each one of these as their own unique UV island. Now that we have those, let's work on other parts of the model here. Let's go down and work on these parts of the leg. Down here, I think I just need to split it out in one place. If I just select this edge here, and maybe the corresponding edge here, and press ctrl+E and "mark seam", you can cut this part of the model right here and then open it up at that seam. Let me press the L key. The L key here. Now let's press U and "unwrap". And that looks pretty good. Actually, you know what I didn't do up front? Is I don't think I applied the rotation and scaled it. Let's go back and make sure that that has been done. Let's hit the N key and no rotation, but we do have scale here. They are uniform, so it's kind of working for us. But I think what we need to do is go ahead and press ctrl+A and choose "rotation and scale" and that then applies the scale here. I think we're okay with what we've done, because the scale was uniform, but let's go ahead and keep going and see how we did. Back here, I think for the boots, we don't have any bottoms on the boots, because the soles are a separate object, but let's select this edge, and then alt+shift select this edge. Let's create a seam back here. I'll press ctrl+E and "mark seam". There we go. Now if we select these two objects with the L key, hit U and "unwrap", that looks pretty good I think. All right, let's go up here and let's do the same thing with these. Let's press alt, click this edge. And maybe alt+shift, click this edge down here. Let's create a seam here. And then let's select these two pieces and see how they look. U, "unwrap". Yep, that looks pretty good. And now for the gloves. Let's think about how we want to do this. I think I'll just split it top and bottom kind of like I split the suit front and back. Let's just alt click on this edge, and that should select it all the way around there. Yep, ctrl+E "mark seam". And then over here, let's try this. Alt click, does that do it? Yep, that pretty much does that. ctrl+E "mark seam" there as well. Okay, let's select these two gloves and just test these out. Let's see how these look. U and "unwrap". Yeah, that looks pretty good. All right. Now what we need to do is combine them all together within this zero to one space. This square here. If I hit the A key to select everything, you can see it's all a jumble. It's all a mess. All right, everything is overlapping and we do not want that. To fix that, we could now with all this selected, we could hit U and "unwrap" and then it will re-unwrap everything within this zero to one space. We could do that, sure. But also, here's a trick. You can hit the A key to select everything over here in the UV editor, and then up here under UVs, we've got these two tools here. One is "average island scale" and one is "pack island". Average island scale will change the scale of all of these UV islands to match the scale of each of these objects. This torso area is much bigger than say, these pieces down here on the leg. But currently those leg pieces over here are bigger than the torso. We need to change the scale, average the scale over all of these UV islands. If we click that, "average island scale", it will then make everything proportionately the same size as it is over here in the 3-D view. Now that we've done that, let's go to Uvs and "pack islands", which will pack all these islands into the zero to one space. And there we go! All right, I think that will work out pretty well. Let's now bring everything else back with alt+H. And of course that brings back everything. We actually have a reference object collection up here. I don't think we need that anymore. I'll right click that and choose "delete hierarchy" and that will delete the collection and everything in it. We of course don't need the reference images right now. I can turn those off. And I'm going to turn the helmet off right here. And in addition, our extras came back. Let's hide the extras away there. Now that we have everything back in place here, we did lose our material. Do recall, I'm going to middle mouse button click and drag up here. And if you recall, we had a matte cap on this. So I'll click "shading" and click "matte cap" and this is the one, this is the one I think we had selected. There are of course many others in here if you want to change and use any of these others, but I kind of like this one here. All right, so in the next video, let's work on UV mapping the Snoopy Cap.

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