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Now let's use our knowledge of UV mapping to map something a little more complex, and that would be this character that we've been working on. Now, I'm doing this in Blender 2.7 because the way Blender unwraps has changed a little bit with that version, so let's just try and be current here. So let's go ahead and get this character set up and the rough UV mapping applied and then we'll fine tune it. So I'm going to select my character here and before I do anything I want to make sure that my subdivision services are turned off because this really won't help our mapping process and we can always turn this on later.
So I'm going to go over to my modifiers and just click off subdivision surfaces and we can turn that on later. Now this character already has the material applied so let's go over to texture and assign a texture image. So I'm going to go new, and then under type we're going to do Image Ur Movie and then down here we're going to open that file. So I'm going to go ahead and open up, Body1.jpg. Open that up. Now go ahead and hit F12 to render.
If you're on the Mac you may have to use the pull down menu. You'll see that, well, it's not quite there, but we can fix that. So what we need to do is unwrap this character. If you think about it, this character looks a lot like a stuffed animal, and if we were going to create a stuffed animal, we would have a flat pattern that we would use to cut out the cloth and then sew it together along seams to make the 3D stuffed animal. So what we need to do is kind of understand where those seams would be on this character to unwrap him.
Now the first thing we're going to do is have a front back seam, we can do that fairly easily. So we're going to go into Edit Mode and let's just select an edge loop. So I'm going to go ahead and go into Edge Mode here, by hitting Ctrl + tab. And then, going Mesh > Edges > Edge Loop, and that selects this entire loop. And we can define that as a seam. So go again, Edges > Mark Seam. And you'll see that we have a seam that divides him front to back.
But the arms really aren't going to be that way, if I were to actually sew him from a pattern, I would make the arms separately out of, like, tubes of cloth and then attach them here at the shoulders. So let's go ahead and make some seams for that. Now the first thing we need to do is remove those seams from the arms. So we can do that very easily just by selecting the arms and using our Greater Than and Less Than signs to expand our selection until we get what we want, which is basically this. And we can then just clear those seams.
So go Edges > Clear Seam, and that takes off that seam Let's do that one more time on the other side. So, you're just going to go ahead and select his hand and a bit of his arm and then, you use greater than and less than to get this selection, Mesh > Clear Seam. So, now that we have this, let's just go ahead and select those edges and re-seam them. So, I'm going to select this edge, and I'm just Shift + selecting these edges here. Get his armpit, and there we go.
And then, let's mark that seam, again, Edges > Mark Seam and one more for the other side. So let's go ahead and select this edge, Shift + select this, this and there we go. So there's our seam. Let's go Mesh > Edges > Mark Seam. So now that we have this we can unwrap it, but let's go ahead and go into a different mode so we can actually see how this unwraps.
So I'm going to go into UV editing mode. And once I go in here I can basically just unwrap my character. So I'm going to go ahead and select my entire character, go Mesh > UV Unwrap > Unwrap. So that's what we're unwrapping, but we need to place this against an image. So I'm going to go ahead and open that, Body-1 Image, and there it is. Now this isn't exactly what we want. The arms are unwrapped poorly, but we do have this unwrapped in what are called islands. So if I move over here, you'll see that we got three modes here, we've got Vertex Mode, Edge Mode, Face Mode, and Island Mode.
Now Island Mode allows us to move these connected islands of vertices. So you can see that when we made these seams, we kind of split it up so we had actually four separate parts. But the arms aren't really unwrapping the way that we want. So we can change this by adding some cylindrical mapping to those. So let's go ahead and reselect that area there. So I'm just going to again use my greater than and less than signs to get this area here. And in this case, I want to go to the top view because the projected mapping that we have is view dependent.
So I'm going to go into a top view, and then I'm going to go Mesh > UV Unwrap > Cylinder Projection. When I do that it now unwraps this way. Now if it's not unwrapping exactly the way that I've unwrapped, make sure that your direction is View on Equator, and you're lying to the polar ZX axis. And once you do that, you can now select this island and move it wherever you want.
Let's do the same for the other side, in fact, I could probably just do it this way. Here, let's go ahead and select that part of the arm, go up, back down and then let's go back into a top view, and then do Mesh > UV Unwrap > Cylinder Projection. And again, you want to make sure that your direction is View on Equator and that you're in polar ZX.
And now you can select this island, and move it where ever you want. And if you select the whole character, you'll see that we've got pretty good mapping for this character. So now that we have this basic, unwrap in place, we can now start to tweak this, and we'll do that in the next lesson.
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