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Blender 2.6 Essential Training

Fine-tuning UV mapping


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Blender 2.6 Essential Training

with George Maestri

Video: Fine-tuning UV mapping

At this point, we should have our character basically unwrapped, but we don't have our flat pieces fitted to our image, and that's what we are going to do in this lesson: we're going to fine-tune the mapping. So I'm going to go ahead and start by selecting each individual island. So I am going to make sure I'm in Island Select mode here and just right-click on the island that's his arm and hit S to scale. And I just want to scale that down enough so that I can hit G for grab and position it over a part of the mesh that's all purple, so somewhere like right around there.
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  1. 3m 42s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Using Blender on a Mac
      42s
    5. Using Blender on a laptop
      36s
  2. 30m 32s
    1. Overview of the Blender interface
      6m 6s
    2. Understanding 3D view windows
      5m 23s
    3. Navigating in 3D space
      6m 35s
    4. Configuring user preferences
      6m 24s
    5. Creating custom layouts
      6m 4s
  3. 32m 29s
    1. Selecting objects
      6m 12s
    2. Moving objects
      4m 35s
    3. Rotating objects
      2m 48s
    4. Scaling objects
      2m 16s
    5. Understanding transform orientation
      3m 53s
    6. Changing an object's origin
      5m 27s
    7. Selecting pivot points
      3m 22s
    8. Using Snap to move objects precisely
      3m 56s
  4. 44m 15s
    1. Creating mesh primitives
      6m 36s
    2. Selecting vertices, edges, and faces
      4m 48s
    3. Editing mesh objects
      7m 39s
    4. Proportional editing
      3m 52s
    5. Sculpt mode
      4m 45s
    6. Working with edges and edge loops
      3m 42s
    7. Extrusions
      5m 18s
    8. Smooth shading objects
      2m 23s
    9. Subdividing meshes
      5m 12s
  5. 50m 31s
    1. Working with modifiers
      5m 52s
    2. Working with subdivision surfaces
      3m 48s
    3. Creating a simple creature
      7m 54s
    4. Symmetrical modeling with the Mirror modifier
      8m 21s
    5. Joining mesh objects
      3m 37s
    6. Stitching vertices
      4m 52s
    7. Finalizing a simple creature
      4m 48s
    8. Creating text
      3m 29s
    9. Boolean tools
      2m 59s
    10. Vertex groups
      4m 51s
  6. 22m 36s
    1. Using the Outliner
      8m 22s
    2. Using layers
      4m 30s
    3. Creating groups
      2m 48s
    4. Working with scenes
      4m 2s
    5. Creating hierarchies
      2m 54s
  7. 54m 26s
    1. Assigning materials to objects
      8m 4s
    2. Diffuse shaders
      6m 47s
    3. Working with specularity
      5m 56s
    4. Using the Ramp Shader options
      9m 45s
    5. Additional shading options
      2m 37s
    6. Creating reflections
      8m 29s
    7. Adding transparency and refractions
      6m 49s
    8. Subsurface scattering
      5m 59s
  8. 51m 48s
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor
      8m 28s
    4. Using UV projections
      5m 56s
    5. UV mapping a character
      6m 11s
    6. Fine-tuning UV mapping
      6m 7s
    7. Creating Bump and Normal maps
      3m 15s
    8. Displacement mapping
      3m 48s
    9. Using the Node Editor
      4m 59s
  9. 53m 9s
    1. Adding lamps to a scene
      8m 44s
    2. Fine-tuning ray-trace shadows
      4m 32s
    3. Using spot lamps
      4m 20s
    4. Fine-tuning buffer shadows
      6m 19s
    5. Using Hemi lamps
      2m 32s
    6. Working with Area lamps
      5m 17s
    7. Creating sky and ambient light
      4m 49s
    8. Adding background images
      3m 19s
    9. Creating sunlight
      6m 6s
    10. Ambient occlusion
      7m 11s
  10. 30m 8s
    1. Working with cameras
      4m 47s
    2. Creating camera targets with constraints
      3m 43s
    3. Render properties
      5m 7s
    4. Rendering animation
      5m 13s
    5. Adding motion blur
      4m 10s
    6. Creating depth of field
      7m 8s
  11. 32m 30s
    1. Understanding the Timeline
      4m 3s
    2. Animating objects
      6m 26s
    3. Animating properties
      4m 0s
    4. Editing animation in the Graph Editor
      8m 36s
    5. Using the Dope Sheet
      4m 53s
    6. Path animation
      4m 32s
  12. 39m 59s
    1. Facial animation using shape keys
      4m 40s
    2. Understanding armatures
      6m 2s
    3. Fitting an armature to a creature
      7m 23s
    4. Deforming a character with an armature
      3m 49s
    5. Setting up inverse kinematics
      3m 53s
    6. Controlling the hips and body
      2m 1s
    7. Animating in Pose mode
      2m 47s
    8. Creating a test animation
      9m 24s
  13. 15s
    1. Goodbye
      15s

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Blender 2.6 Essential Training
7h 26m Beginner Dec 21, 2011

Viewers: in countries Watching now:

This course provides an overview of modeling, animating, and rendering 3D graphics in the open-source software Blender 2.6. Beginning with a tour of the Blender interface, author George Maestri shows how to create and edit basic objects, work with modifiers and subdivision surfaces, and apply materials and textures. The course also demonstrates lighting 3D scenes, setting up and using cameras, animating objects, and assembling basic character rigs.

Topics include:
  • Navigating in 3D space
  • Selecting, rotating, and scaling objects
  • Using Snap to move objects precisely
  • Creating mesh primitives and extrusions
  • Subdividing meshes
  • Creating a simple creature
  • Joining mesh objects and stitching vertices
  • Organizing a scene with layers, groups, and hierarchies
  • Assigning glossy and reflective materials to objects
  • Creating bump maps
  • Creating sky and ambient light
  • Understanding ambient occlusion
  • Adding motion blur and depth of field
  • Editing animation in the Graph Editor
  • Building and animating a simple character
Subject:
3D + Animation
Software:
Blender
Author:
George Maestri

Fine-tuning UV mapping

At this point, we should have our character basically unwrapped, but we don't have our flat pieces fitted to our image, and that's what we are going to do in this lesson: we're going to fine-tune the mapping. So I'm going to go ahead and start by selecting each individual island. So I am going to make sure I'm in Island Select mode here and just right-click on the island that's his arm and hit S to scale. And I just want to scale that down enough so that I can hit G for grab and position it over a part of the mesh that's all purple, so somewhere like right around there.

And I can do the same for this other one: right-click on it, hit S for scale, G for grab, and I might have to scale this down little bit more. And as I move it, you can see how it actually affects what's going on in this viewport here. So I am going to hit G for grab to move this and again, I may have to scale this down just a little bit more. So now I've got that off to the side, so now my arms are purple. And I also want to take the back of the character and again keep him purple. So again, I want to scale that down just a little bit.

And what I am trying to do is just make sure that this is not over any of this white area. And what's really cool is I can actually overlap, so I can actually use the purple in the map for both the arms and the back of the character. Now, most of our fine-tuning is going to be with the front of the character, which is this little island here. So I am going to go ahead and move that roughly into place. And notice how this black spot is going to be the mouth. We have the mouth as right here.

So I wan to make sure that I position that fairly centered, and then scale it up so that I've got it about the right scale. And again, just move that down, just somewhere around there. And again, you can see on this character how that mesh is applied. In fact, I want to make sure I turn off X-ray here so you can see that a little bit better. Now, probably the most important part is this area around the mouth.

You could see how this black part of the mouth is spilling out onto the sides of his lips. So let's go ahead and start there and affect that. So, I am just going to zoom in and again, the navigation in this window is the same as navigations in many of the 3D windows. So I am going to go ahead and select all of these faces. I am going to go down here, select in the Face mode, and just Shift+Right-click each one of these faces. I can hit B to box select as well.

So I want to make sure I select these, and now I can continue to select with the Shift key. I am going to fine-tune these ones here. They are a little thin, so it's kind of hard to get them with Box Select. So now I've got all of those rings. I can hit G to move and so I am going to go ahead and center that, and then S to scale. So I am going to scale that up so the edges of this are beyond the darkness of that dark spot there.

And then I can scale in Y as well. So I can hit S to scale, and I can scale up and down in Y, so S and Y to scale up and down. And now I've just got to fix these corners here. So I can go into either Edge or Vertex mode--let's go into Vertex mode here--and just sort of right-click on Opposite Vertices. So I am going to right-click here and here, hit G for grab and Y to constrain it vertically, left-click to set that, and again Shift+Right-click to select these ones and again move them down.

And so what I am trying to do here is just get this outline closer to what I have on my object. So again, G Y. And again, I'm just kind of moving these into place. And now I can go into these other vertices here, get those out of the way. And now as you can see, I'm starting to get--the inside of his mouth is black and the outside is white.

And so we can also start playing with other parts of the character. So we can start fine-tuning how his white belly fits into the equation here. So I can for example, select some of these and scale them in X to bring them in, or I can select some of these and scale them out. And so you can see how if I scale them in or scale them out you can see how it affects how this positions to the character.

So we can keep going with this, but I think you get the general gist of how this works. So I am going to go ahead and stop here, and let's go back into our default layout and turn on Texturing to see what we have. Okay. So that actually does look pretty good. I am going to go into my Modifiers and turn on Subdivision Surfaces, and you could see I actually have it pretty close. We can continue to fine-tune these, but as you can see, it's a bunch of simple tools and just a lot of patience is what you need to get these UV maps aligned.

So just to go over the process, we need to, first of all, create our seams, so think of the character as a stuffed animal, or how would you create a fabric version of this object, and then create the seams for that pattern, unwrap, and then start to fine-tune the position of the character's mesh to the image map in the UV editor.

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