Demystifying Post-Production: UV Workflows – Starting with the Basics – Week 1

DPP: UV Workflows – Starting with the Basics – Week 1 Join us for an exciting series of live streams about UV and texturing workflows in Cinema 4D and ZBrush. In this series, we will guide you through the basics of UV editing and texture projections. Based on a series of useful projects, we are also going to go through the whole process of unwrapping characters, organic, and hard surface objects. Demystifying Post-Production: UV Workflows – Starting with the Basics Join us for an exciting live stream about UV unwrapping and texturing basics. You will learn when you need to unwrap UVs and when you can just use texture projections. Furthermore, we will demonstrate the basic unwrapping workflow in Cinema 4D. 00:00:00 Waiting Loop 00:02:32 Welcome 00:03:44 Housekeeping 00:06:47 Today’s Topic, UV Workflows 00:07:38 __ Noseman’s earlier UV content 00:09:51 Globe Remapping, the History 00:10:55 __ Problem, Distortion 00:11:53 __ Classic solutions 00:12:54 __ UV, low distortion as a goal 00:15:15 __ Two targets of UV unwrapping 00:18:02 Q All 2D earth maps have distortion 00:22:22 Q UV for animation and still 00:23:26 Q How to best use texture space with UV 00:24:35 Q Why is it called UV 00:25:29 Q __ The Normalized UV space, U 0-1, V 0-1 00:27:48 Q UV vs. standard projections 00:30:15 Q__ Example in Cinema 4D 00:38:04 Q How to generate UV from projections 00:40:12 Q __ Example in Cinema 4D, Asset Browser 00:41:10 Q __ Tip -- The Pin Material Tag 00:41:46 Donut Segment Texturing, UV 00:44:20 __ Prepare for relaxing, selection 00:47:02 __ Straighten the results 00:47:32 __ Projection settings and UV Tag position 00:48:11 __ Relax result, Understanding UV quality 00:50:45 __ How does this work with shaders, Noise 00:52:45 __ Fixed 3D Shader space vs object movement 00:56:00 Q UV preparation, Pose Morph, optimization 00:58:47 Q Hard edges, smoothing, and baking 01:01:12 Q __ UV and best possible for 3D painting 01:03:00 Q __ Continuity and Distortion 01:04:17 Q __ Optimize for a single Still 01:07:04 Q __ UV Mesh Layer and the DIY version of it 01:08:44 Q __ Tip Edge Color for UV Mesh layer 01:13:51 Q __ Imagine creating the model out of paper 01:16:16 Bottle Example, Asset Browser 01:17:30 __ Cylindrical, position, to UV 01:19:18 __ Selection, UV Transform Tool, Skew 01:21:38 Tell us what you need 01:23:16 Tank Turret Session 01:23:38 __ Automatic Packing, View Settings 01:24:11 __ How about Labels 01:24:50 __ Phong Break Selections, Unwrap Selection 01:27:10 __ Disconnect in usable parts 01:28:13 __ Auto Realign on or off, Unwrap 01:31:17 Q How to decide what to split 01:34:38 __ Closing mesh gaps to keep UV mesh flow 01:36:58 __ Consider Retopologize, Tip -- Remeshing 01:40:32 Q When to Pinpoint for unwrapping 01:43:52 Q Is there a UV Spline Mapper 01:45:32 Q Remesher and resulting UVs 01:47:46 Q Cut each UV polygon for Substance 01:51:06 Q How to recognize a proper auto Unwrap. 01:54:29 Q What about UDIMs 01:55:14 Q __ DIY-UDIMs ala Noseman 01:59:48 Wrapping Up, and next week 02:02:10 Thank you and bye
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