From the course: ZBrush: Tips and Tricks
Get started with UV Master - ZBrush Tutorial
From the course: ZBrush: Tips and Tricks
Get started with UV Master
- [Instructor] UV Master is a great tool within ZBrush that allows you to quickly unwrap and map UVs on your mesh. If you've never done UV mapping, this is the process of projecting a 2D map over a 3D model, mapping UVs onto your model. Each polygon of your model is tied to a UV on your map. This is useful for placing pictures over your model, or painting in specific polygons on your mesh. So let's go and grab from the lightbox the base model, so let's go and grab the demo head here. You can double-click on it. Once you have it open, let's go ahead and bring up the UV Master, so you can grab it from the Zplugin, and then UV Master. So what I'm going to do is simply bring this menu on top in my menu here, so I have access to it at all time, and then simply click on UV Master. So as you can see, there's a few things here, and we're going to go through some of them as we actually do our UV map. So the first thing we need to do is click on Work On Clone, so we don't want to do a UV map over the main head here, we want to do a clone and then copy the UVs from the clone to the actual demo head after we're done working. So we're going to click on Work On Clone. So as you can see, we have a lower resolution model here, so we don't have as many polygons as we had on the main demo head, because we need to unwrap UVs on to this model, and we want to make sure that we can see our polygons here. So the next step is to unwrap, so what we're going to do is click on Unwrap, so we can create a UV map, so we have officially a UV map. So you can't really see it. If you want to see it, what you need to do is click on Flatten, like so. So this is the UV map that we just created from our model. But we can probably do a better job than this one, because if we click on Unflatten, and you go back to your model, and you click on CheckSeams, you're going to see that right now this is not where we want our seams. So if we were to add a texture to this, and let's go ahead and grab a texture so we can see our UV map. So I'm going to go and go to the main tool, so I'm going to click on Plugin, close it, and then in the tools, I'm going to go to Textures. Let's go and click here, and I already have the proper texture, but let me show you where you can grab the proper texture for UV map. So you can click on Import, and go inside of the ZBrush directory, and this is on Windows, it's the same on Mac, and then click on Ztextures, and UVMaster_checkers. Select the checker you want. These are a little bit bigger, and these are a little bit smaller, so I'm going to go with the smaller one, and then Open. So as you can see, our seams are right in the front here, so this is not what we want. So we'd like to have it in the back as opposed to the front because otherwise, when you start painting, or putting pictures over our model, we're going to see the seams in the front of his face as opposed to the back here. So we want to make sure that we change that. So let's put Texture off for now, and then let's go back to our Plugin tool, UV Master, and then remove the seams, so CheckSeams off, and the way you actually change where you actually have your seams is by enabling Control Painting, so let's click on that. And now what we're going to do is protect the area we don't want to have any seams, so the front of the face. So let's click on that. What I'm going to do is also increase the draw size of my brush, and then we'll just paint red where we don't want to see any seams. Now if you see now, the face will be protected from seams, so let's also protect the ears. Let me just make a smaller brush. And by the way, I have symmetry on right now, so let's protect this, and maybe a little bit of the chin here. We should be good with that. And where I want to have the seams is in the back. So what we're going to do is now Attract. By clicking Attract, you can go to the back. So I'm going to make it full frame here, 'cause I'm in a very high resolution here, so I can't really see my model. So let's go and basically draw where we actually want to have where seams would like to be, like so. So as soon as you have the areas where you want to protect, and where you want to attract the seams, you can basically click on Unwrap, and the map will be redrawn. The other thing I want you to pay attention to is the Erase, so you could erase any of that if you want as well, and start over. So let's go ahead and Unwrap, and now we have a new UV map, so let's go and click on our UV map by clicking on Flatten, and check it. So as you can see, we have a very different UV map. And you can also Unflatten, check the seams, as you can see, they're in the back where it should be, and if we really want to check all this, we could actually go to our Textures, and put the textures on, and as you can see, the seams are in the back where we want them, so this is awesome. The last step of UV Master is to copy those UVs to the model that we had. So the way you do this is simply by copying UVs by clicking here, and then selecting the original head, which was this one here, and then, go to our UV map, and, Paste UVs, like so. And now we have our UV map to this 3D model. So as you can see, UV Master is a very useful and powerful tool to create your UV maps.
Practice while you learn with exercise files
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Contents
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Get started with UV Master6m 17s
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Tips and tricks with ZRemesher5m 6s
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Use Panel Loops in ZBrush5m 2s
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Overview of new ZBrush tools5m 37s
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Block sculpt best practices3m 10s
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Introduction to elastic and liquid curves6m 12s
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Introduction to Array Mesh4m 23s
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Introduction to NanoMesh4m 16s
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MicroMesh basics3m 15s
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Transpose tips6m 1s
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Introduction to BPR modeling3m 44s
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Create interesting noises with NoiseMaker4m 12s
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Use alphas with ShadowBox5m 24s
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Decimate your model5m 15s
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ZBrush workflow: Architecture visualization2m 4s
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ZBrush workflow: Product visualization1m 59s
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ZBrush workflow: Concept art1m 51s
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Best practices for rendering4m 12s
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Explore GoZBrush plugins3m 6s
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Advance brush settings4m 10s
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Apply materials to subtools3m 56s
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Advanced Panel Loops7m 40s
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Substance and ZBrush workflow1m 23s
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MatCap materials overview3m 39s
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KeyShot workflow for ZBrush3m 36s
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Photoshop render passes4m 31s
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UI customization4m 27s
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Hotkeys and installing new brushes4m 57s
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Introduction to Geometry HD4m 37s
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Overview of the Deformation tools4m 36s
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Advanced PolyGroup tools5m 43s
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Using the Polypaint tool4m 47s
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UV mapping2m 57s
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Texture mapping in ZBrush3m 3s
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Using normal maps in ZBrush3m 5s
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Retopology tools in ZBrush4m 28s
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File handling best practices1m 56s
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Shortcuts in ZBrush3m 55s
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Add different materials to subtools2m 33s
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BPR filters exploration3m 9s
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Advanced ZRemesher2m 52s
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ZBrush 2019: Folders tool2m 48s
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ZBrush 2019: ZRemesher 3.01m 9s
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ZBrush 2019: SpotLight4m 10s
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ZBrush 2019: Cameras2m 47s
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ZBrush 2019: Non-Photorealistic Rendering (NPR)2m 56s
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ZBrush 2019: RenderSets4m 1s
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Symmetry tricks and tips6m 48s
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Boolean operations exploration3m 39s
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Blender to ZBrush workflow4m 9s
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Projection master introduction4m 34s
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ZBrush resources2m 13s
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Substances4m 57s
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BPR settings in depth3m 23s
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Exploration of Zbrush to photoshop3m 44s
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Exploration of Subtool master6m 7s
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Create new subtools with extract7m 56s
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Lighting in ZBrush4m 14s
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Exploration of Universal Camera3m 27s
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Introduction to the timeline4m 50s
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Animate subtools exposition6m 14s
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FBX export tool exploration4m 16s
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Workflow for gaming1m 31s
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Workflow for film and TV2m 33s
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Zbrush 2020: Morph UVs3m 50s
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Zbrush 2020: Xtractor Brushes5m 38s
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Zbrush 2020: History recall brush4m 32s
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In practice: Creating eyebrows5m 43s
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Zbrush 2020: Draft analysis2m 48s
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Zbrush 2020: Cam View3m 14s
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