WEBVTT

00:00.700 --> 00:03.790
Welcome to optimizing a U.S. map.

00:04.240 --> 00:07.250
In this video you will be using blender render.

00:07.390 --> 00:13.330
So even though we're doing our full renders in cycles for the actual text just set up an newey mapping

00:13.330 --> 00:19.240
we're going to use Blender render because it gives us a real time view in the viewport which is far

00:19.240 --> 00:22.170
better than waiting for cycles to render out.

00:22.600 --> 00:26.130
We're going to be making your UV map more uniform.

00:26.140 --> 00:33.520
So making sure that we're minimizing distortion and optimizing the image use We're going to be understanding

00:33.520 --> 00:37.400
the use of margins and how they are important.

00:37.750 --> 00:42.260
And then we're going to learn more about seams and their placement.

00:42.760 --> 00:45.880
So let's now hop straight on over into blender.

00:47.550 --> 00:53.050
Okay so back over in blender what's we going to do is we're going to experiment with optimizing our

00:53.060 --> 00:57.670
You've V maps not on our church scene but on something a bit more complicated.

00:57.720 --> 01:02.610
So I'd like you to go ahead and make sure you've saved your work of course and go ahead and open up

01:02.670 --> 01:04.180
a new blender file.

01:04.500 --> 01:09.480
We are going to go ahead and delete that default cube and add something a bit more interesting to work

01:09.480 --> 01:09.930
with.

01:10.080 --> 01:14.220
And we're going to add a mesh and the monkey and the monkey's name is Suzanne.

01:14.400 --> 01:21.030
Now that we've got Suzanne in the scene what we can do is straightaway apply a uniform texture across

01:21.030 --> 01:25.470
this model so we can see how that texture is being distorted.

01:25.470 --> 01:31.380
So we need to be in blender render to do this some kind of changed my rendering type to blend a render.

01:31.440 --> 01:36.070
I'm going to just pull this area out here and change it to the U V.

01:36.110 --> 01:37.910
Ed So there we go.

01:38.310 --> 01:44.140
So let's go ahead and first of all let's go and unwrap our monkey without any seams or anything.

01:44.310 --> 01:49.170
And we can see there that it is quite a horrible unwrap.

01:49.650 --> 01:53.310
I think this area in the middle of this splodge is the face.

01:53.310 --> 01:58.470
However it's not particularly clear in some areas are quite open they're all packed together really

01:58.470 --> 01:59.130
tightly.

01:59.160 --> 02:04.320
So I think there's going to be reflected in it when we actually come to apply the texture so let's do

02:04.320 --> 02:11.190
that now let's click on new for a new texture and this time I'm going to leave on Main this actually

02:11.190 --> 02:19.150
under name at u v grid and the generated type I'm going to switch to you v grid and click okay.

02:19.200 --> 02:25.860
Now this gives us a a uniform texture a unique grid across our entire model and this will help us identify

02:25.860 --> 02:27.420
areas of distortion.

02:27.660 --> 02:29.730
We can't see it on here at the moment.

02:30.060 --> 02:32.450
Oh we could if we went textured view.

02:32.490 --> 02:38.430
But the problem with going to textured view is that huge car it's shadowed as well which makes it difficult

02:38.430 --> 02:39.150
to see.

02:39.150 --> 02:43.530
So there's something else that you can do and that's enabled textures in solid mode.

02:43.530 --> 02:48.710
So in the 3D editor properties pain which you can open with any if it's not open already.

02:48.870 --> 02:51.540
Scroll down to where it says shading.

02:51.540 --> 02:55.750
Now the moment the option won't be there because we're not in solid mode.

02:55.890 --> 02:58.050
So let's go ahead and switch to solid mode.

02:58.080 --> 03:03.310
And what we're looking for textured solid will appear brilliant Now we can see the chequers on there

03:03.390 --> 03:06.510
and I'm going to hide tool shelf and the properties window.

03:06.840 --> 03:12.480
Zoom in a little and hop into object mode so we've not got the mesh all the edges and vertices appearing

03:12.780 --> 03:15.660
and we can see here that we've got a bit of a problem.

03:15.660 --> 03:22.950
We've got some areas like around this I where it's really compressed where these squares are very very

03:22.950 --> 03:23.870
small.

03:24.180 --> 03:30.330
However around the back of the head we've got oh dear we've got one square almost taking up the entire

03:30.330 --> 03:31.160
back of a head.

03:31.200 --> 03:36.960
So there's a lot of distortion going on there now make it very difficult to do anything with that texture

03:36.970 --> 03:39.870
in fact it will be stretched and distorted over the place.

03:39.870 --> 03:41.170
So how can we make that better.

03:41.170 --> 03:44.410
Well the good use of seams will help with this.

03:44.430 --> 03:49.220
So let's go and split Suzanne and unwrap her.

03:49.260 --> 03:55.110
Now one of the best ways of unwrapping a head is going down the back because the back is not the focus

03:55.110 --> 03:55.700
point.

03:55.860 --> 04:02.520
So if we go from this edge here and just go backwards I would select an edge loop but I would end up

04:02.520 --> 04:07.070
having to undo a load of edges rather than adding them.

04:07.080 --> 04:14.100
So I prefer in this case to add them themselves so we have got a continuous edge around to the bottom

04:14.100 --> 04:15.200
of the chin.

04:15.270 --> 04:19.300
So let's go ahead and mark that as a seam.

04:19.500 --> 04:24.050
Select everything again and unwrap and let's have a look at how it changes.

04:24.150 --> 04:30.960
For a start I can see the susanne's face on the yuva unwrap and not only that but the model itself the

04:30.960 --> 04:33.370
squares on it are much more uniform.

04:33.470 --> 04:35.390
It's a little bit of distortion around these.

04:35.400 --> 04:39.210
I still am but it's much much better.

04:39.210 --> 04:40.150
Much more uniform.

04:40.230 --> 04:46.530
Now you can see the one of the problems with generating a seam down the model is there is some distortion

04:47.010 --> 04:53.340
where the two halves meet and it can be very challenging to make sure that these two halves actually

04:53.340 --> 04:54.420
match up.

04:54.660 --> 04:57.440
Alas that is a topic for another day.

04:57.660 --> 05:01.860
So now we've got this looking a bit more uniform as a couple of other things that we could go ahead

05:01.860 --> 05:08.400
and do we could separate the ears and make them their own you v map and we can certainly add a few more

05:08.400 --> 05:16.110
seems to help break this apart but this gives you a good idea of how to start optimizing the layout

05:16.170 --> 05:18.020
of any euv Map.

05:18.030 --> 05:25.020
Now having a look at the U.S. map itself over here what we can do is start doing some extra bits and

05:25.020 --> 05:25.570
bobs.

05:25.680 --> 05:32.400
So in the uv's menu there are a series of options which can help with distortion.

05:32.400 --> 05:39.660
So one of the thing is packing islands now the islands themselves are these individual items so the

05:39.690 --> 05:46.040
eyes of Suzanne are two separate items as is the rest of the head.

05:46.110 --> 05:47.070
So what.

05:47.100 --> 05:50.130
We can do is change the distance between those.

05:50.130 --> 05:55.440
And this is very important when it comes to games because you can end up with some horrible effects

05:55.440 --> 05:58.760
happening if these margins aren't big enough.

05:59.280 --> 06:04.400
So what we can do here is just increase this just ever so slightly.

06:04.740 --> 06:06.230
And in the.

06:07.630 --> 06:09.090
Operator panel.

06:09.420 --> 06:11.920
And you do have to do this in 3D Ed head.

06:12.040 --> 06:16.140
We can change the margin and you can also do that when you originally unwrap as well.

06:16.240 --> 06:21.460
And you can see that moves the actual eyes away from the rest of the model over in a bit.

06:21.460 --> 06:25.460
When we come to painting that can be incredibly useful.

06:25.510 --> 06:33.020
You also get this as I was saying when you actually go and do the unwrap we have a margin there as well.

06:33.070 --> 06:38.800
So once you've played with those options there are a couple of other things that you can do so you can

06:38.800 --> 06:43.990
pack the islands and that tries to optimize the space on your image via these islands.

06:44.110 --> 06:49.840
And then we can also go ahead and average the island scale now doesn't look like that's going to do

06:49.840 --> 06:51.110
much in this case.

06:51.160 --> 06:57.070
But if these AIs themselves were much much larger on this yuva unwrap than the rest of the model was

06:57.100 --> 07:02.920
it will help average outs of the squares are more uniform across our model.

07:02.920 --> 07:08.830
Another option for us is minimizing stretch with control and V.

07:08.950 --> 07:14.770
And you can use the scroll wheel there to go backwards and forwards and this can help control the model

07:14.800 --> 07:15.560
itself.

07:15.730 --> 07:22.480
Now at the moment it looks like a blend of one is a good option for us there and we can also see down

07:22.480 --> 07:25.190
at the bottom there we can use the plus and minus skis.

07:25.240 --> 07:27.950
I'm presuming I don't have my number pad with me today.

07:28.060 --> 07:32.520
That's probably the number pad to go plus a minus and move in and out.

07:32.650 --> 07:39.130
Looking at the U.S. map itself it's certainly better looking like that Brilliant's a one final thing

07:39.130 --> 07:42.250
to consider when you're placing scenes.

07:42.310 --> 07:46.950
Now can you identify where the seam is on the model.

07:46.990 --> 07:49.170
So this is going down the back of a head.

07:49.240 --> 07:55.720
So if I was to highlight a particular face as I am going to switch to face select let's say this face

07:55.720 --> 08:02.140
here if I was to highlight that particular face would you be able to tell me where on the model it actually

08:02.140 --> 08:02.960
was.

08:02.980 --> 08:08.560
If you can't if you can't easily work that out so obviously sometimes you do have to think about it

08:08.560 --> 08:09.180
a little.

08:09.280 --> 08:14.560
If you can't easily work that out then it might be challenging later on when you're trying to apply

08:14.560 --> 08:18.850
textures or even more detail to the model itself.

08:18.850 --> 08:24.460
So it's important that you unwrap not only to minimize the distortion that you can have and make your

08:24.460 --> 08:31.480
U.S. map more uniform but also so it's clear for you to work with so you're not spending your time trying

08:31.480 --> 08:33.950
to work out what's going on.

08:33.970 --> 08:35.160
So with that in mind.

08:35.200 --> 08:37.680
I've got a challenge for you guys.

08:39.510 --> 08:45.770
I would like you to optimize your current unwraps So pick an object and check it's unwrap.

08:45.780 --> 08:50.250
If it's something you haven't unwrapped yet then you can start afresh and make sure as optimized from

08:50.250 --> 08:57.230
the beginning load in the UVA texture image texture to check for distortions on your model.

08:57.450 --> 08:58.230
So go ahead.

08:58.230 --> 09:00.560
Balls are video now and give that a go.

09:02.760 --> 09:04.320
Okay guys welcome back.

09:04.410 --> 09:06.900
Let's go optimize a V unwrap.

09:08.960 --> 09:14.490
Okay welcome back to blender so I've decided to work on my pillow over.

09:14.540 --> 09:14.910
Gone.

09:14.930 --> 09:19.390
Al colon so I'm going to hop into object mode here so I can see what's going on now.

09:19.400 --> 09:20.380
I'm not sure.

09:20.390 --> 09:24.020
In fact I'm going to hop into edit mode select everything and unwrap it.

09:24.020 --> 09:27.520
I'm going to use a smart U project to see what I get with that.

09:27.560 --> 09:33.470
I don't think I've actually unwrapped this one at all yet so it'll be a good practice right from the

09:33.470 --> 09:40.760
very beginning and I'm going to add a new image here and I'm going to use the generated type here euv

09:40.760 --> 09:48.250
Grid and click okay so this will give us a good indication on our model here of how it's looking.

09:48.250 --> 09:53.790
So let's go in to text mode here and just see how that is working.

09:53.810 --> 09:58.180
Are not applied this yet so bear with me a few moments.

09:58.210 --> 10:05.760
Let's go sign a new material and I'm good to set the colour as an image colour.

10:05.880 --> 10:08.970
Could go round and do it this way and tight.

10:08.990 --> 10:09.650
There we go.

10:09.980 --> 10:18.860
So I'm not seeing much on when I've got it in edit mode because of all the all the edges highlighted

10:18.860 --> 10:23.570
etc. Some of them hop out of that and just go round the model and see how it's unwrapped.

10:23.690 --> 10:29.130
Now smart TV projects here may actually do everything that we want it to so there's always the chance

10:29.130 --> 10:30.650
that I don't need to do anything more.

10:30.830 --> 10:36.500
Now this area around the top here strikes me as highly distorted.

10:36.500 --> 10:41.200
We can see it's got loads of joins in it slows a little.

10:41.660 --> 10:44.840
Suppose a forwards in on itself.

10:44.840 --> 10:49.430
But actually I'm not too fussed about that and the reason for that is quite simply you're not going

10:49.430 --> 10:50.780
to see it.

10:50.780 --> 10:55.910
And that is the best place for distortion if there is any where no one's going to spots it.

10:55.910 --> 10:58.510
So let's have a look along here.

10:58.820 --> 11:00.110
So this looks okay.

11:00.110 --> 11:04.290
These squares all of an equal size.

11:04.310 --> 11:06.540
Let's scroll down a little.

11:07.820 --> 11:08.880
Hit the right key.

11:08.900 --> 11:11.360
Pan down rather than scroll.

11:11.840 --> 11:15.460
Case of that is looking okay around there as well.

11:15.500 --> 11:16.700
We can see there's a scene.

11:16.700 --> 11:20.690
I don't think that's going to cause us any particular issues.

11:20.750 --> 11:26.480
In fact there's a lot of seams around the bottom so this is one of the places where I can take an opportunity

11:26.840 --> 11:33.590
to perhaps create a new set of scenes and running straight down the middle so it can peel open.

11:33.590 --> 11:40.070
I'm going to give that a go now so going to hop into edit mode and if I have preserved my hedge loops

11:40.100 --> 11:42.630
I'd be able to select all the way up.

11:42.800 --> 11:43.940
In one fell swoop.

11:43.940 --> 11:48.640
Unfortunately when I did this in setting that did break that functionality.

11:48.640 --> 11:59.120
However I should with a bit of care be able to continue all the way up the model and select the wrong

11:59.150 --> 11:59.690
edge.

11:59.750 --> 12:05.180
There on that one there so I think that's all join together relatively well go all the way up the top

12:05.180 --> 12:08.410
so no use control an E and Mark a scene.

12:08.630 --> 12:16.040
Now I'm hoping what this will do is unwrap it and fold it round relatively concisely So let's just have

12:16.040 --> 12:18.760
a look at the U.S. map.

12:18.940 --> 12:20.750
Okay so we might need to do something else here.

12:20.750 --> 12:26.270
I don't know whether it's meeting at the top that looks like it needs to be cut open and separated so

12:26.270 --> 12:33.770
it's not pinching but more importantly what does that do to the actual texture of our object to distort

12:33.770 --> 12:35.720
it massively or not.

12:35.720 --> 12:38.120
So that looks obviously much better at the top.

12:38.120 --> 12:44.180
Now this flowing round really well we've only got the one seam around our model so we won't have too

12:44.180 --> 12:45.910
much distortion going on.

12:45.960 --> 12:51.740
So at the top there looks okay and does the bottom look okay well as we can see on the bottom we've

12:51.740 --> 12:58.700
got some well as drastically different size squares here so we've got this these ones here and those

12:58.700 --> 13:06.010
are kind of similar but these ones on the bottom and that is very much distorted.

13:06.050 --> 13:11.640
So what we can do here is again hopping back in forward to and from edit mode.

13:11.660 --> 13:16.900
I'm going to decide where to cut these off and I'm going to see if I can select the first stage loop.

13:16.910 --> 13:21.980
There we go around the middle there and then add another seam in it and that's just going to completely

13:21.980 --> 13:25.530
separate it all together I can select everything and unwrap again.

13:25.550 --> 13:30.140
Or of course in the U V image editor I can just hit E and it will unwrap again.

13:30.140 --> 13:31.480
And that's starting to look well.

13:31.480 --> 13:38.360
It looks much better here and looking at the model itself these squares seem to be a little less distorted.

13:38.360 --> 13:44.540
Again they are going round and pinching and I just wonder if that's because of the base here.

13:44.990 --> 13:46.700
Well that looks okay.

13:46.870 --> 13:49.730
OK again on the bottom here we can see they're nice and big.

13:49.880 --> 13:53.090
Which is great but we're not going to see it.

13:53.390 --> 13:58.160
So you don't really need to concern ourselves with that so that's looking much much better now.

13:58.160 --> 14:00.250
I don't think I need to do anything around the top here.

14:00.260 --> 14:07.390
But again if I wanted to try and minimize this pinching going on I could select a particular edgerley

14:07.470 --> 14:09.290
and select one that's lower down.

14:09.290 --> 14:11.390
Mark that as a seam.

14:11.690 --> 14:17.690
So Mark seen they're now going to go to the very top here and Mark the very top edge as a seam and what

14:17.690 --> 14:22.860
that would do is basically separate it into its own circle and that will prevent the pinching all together.

14:23.020 --> 14:25.550
It's going to mark that as a seam and I'm going to do the same.

14:25.550 --> 14:26.630
Down the bottom.

14:26.630 --> 14:31.310
Now of course you have to be careful if you make too many seams because it can make things a little

14:31.310 --> 14:32.810
harder to handle.

14:32.810 --> 14:37.550
And we certainly don't want to make things more difficult for us some select this edgeley Running on

14:37.550 --> 14:38.180
the bottom.

14:38.420 --> 14:42.940
And also Mark that as a seam and this will be the final one that I do for the moment.

14:43.080 --> 14:49.700
London to highlight everything and unwrap it and we can see there that we now we've actually got much

14:49.700 --> 14:54.550
more uniform size squares that works out tremendous there.

14:54.560 --> 14:57.370
That's fine and up the top here as well.

14:57.380 --> 14:58.420
So that's brilliant.

14:58.760 --> 15:03.300
Actually taking this step at a time and moving forward a little bit at a time.

15:03.380 --> 15:09.170
Certainly we've progressed much quicker and taking things section by section rather than trying to do

15:09.170 --> 15:10.450
the whole lot at once.

15:10.490 --> 15:13.410
Do a little bit see how that affects the unwrap.

15:13.420 --> 15:16.530
Continue doing that and cutting it up logically.

15:16.580 --> 15:19.970
Imagine you had a 3D object in front of you.

15:20.020 --> 15:21.560
You had to try and slice it.

15:21.560 --> 15:23.720
That's what all these scenes are about.

15:23.720 --> 15:28.940
And obviously when we put the scenes in the right place we end up with minimal distortion to the actual

15:28.970 --> 15:30.520
underlying texture.

15:30.830 --> 15:31.970
How did you guys get on.

15:31.970 --> 15:37.750
I hope you manage to optimize your u v maps and of course I will see you guys in the next lecture.
