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UV mapping a character (Updated for 2.7)

From: Blender Essential Training

Video: UV mapping a character (Updated for 2.7)

Now let's use our knowledge of UV mapping to map something a little more complex, So let's go ahead and get this character set up and Now this character already has the material applied so So what we need to do is kind of understand where those seams would be on And we can define that as a seam.

UV mapping a character (Updated for 2.7)

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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This video is part of

Image for Blender Essential Training
Blender Essential Training

94 video lessons · 26729 viewers

George Maestri
Author

 
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  1. 5m 50s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Notes on Blender 2.7
      2m 8s
    5. Using Blender on a Mac
      42s
    6. 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. 49m 18s
    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 (Updated for 2.7)
      5m 3s
    6. Sculpt mode
      4m 45s
    7. Working with edges and edge loops
      3m 42s
    8. Extrusions
      5m 18s
    9. Smooth shading objects
      2m 23s
    10. 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. 1h 6m
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor (Updated for 2.7)
      7m 43s
    4. Mapping textures in the UV Editor
      8m 28s
    5. Using UV projections
      5m 56s
    6. UV mapping a character (Updated for 2.7)
      6m 35s
    7. UV mapping a character
      6m 11s
    8. Fine-tuning UV mapping
      6m 7s
    9. Creating Bump and Normal maps
      3m 15s
    10. Displacement mapping
      3m 48s
    11. 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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