
Explore a side-by-side comparison of four standalone UV unwrap tools—Roadkill, Unfold3D, 3D Coat, and Headus UVLayout—focusing on basic UV unwrapping for games and film.
Learn to unwrap models quickly in roadkill by selecting edges, cutting seams, and packing UVs for a head and an axe, with practical tips on optimizing UV space.
Learn to uv unwrap a full body character in Roadkill by cutting and stitching edges, assigning seams, and unwrapping components like hands, shoes, and clothing for clean textures.
Master Unfold3D uv unwrapping for a head and an axe, using symmetry, seams, islands, and the unfold tool to maximize uv space and export maps.
Master full-body UV unwrapping by creating seams, cutting edges with symmetry, and aligning pieces around the model. Pack UV space efficiently for quick export and clean texture layouts.
Explore uv unwrap workflows in 3d coat, using symmetry, edge loops, and seam marking to unwrap a head and axe, adjust layout, pack uv space, and export texture maps.
Master full-body uv unwrapping in 3D Coat by defining seams and symmetry across the x axis, using edge loops for fast, visually guided unwrapping, then export the uv map.
Unwrap a head and axe with Headus UV, cut seams with shift and enter, then arrange and rotate UV pieces in the layout using spacebar and mouse controls.
Headus UV unwrapping workflow to unwrap a full body, cutting edges around the jersey, head, arms, pants, and shoes, then weld seams and perform quick quality control.
Explore Headus UV layout and other standalone UV wrappers, such as Roadkill, Unfold 3-D, and 3D Coat, comparing symmetry, packing, islands, auto-pack, and workflow speed for full-body unwrapping.
In this course, Stephen Wells is going to examine four of the more popular stand alone UV unwrappers (Roadkill, Unfold 3D, 3D Coat and Headus UV Layout) and run them through their paces. Although several of the programs can do more than unwrap UVs for meshes, we will only be focusing on the basic unwrapping. To be a fair comparison, we'll unwrap the same three models in each individual program to see how easy or difficult each program is. We'll unwrap both organic and hard surface models for comparison using the basic UV unwrapping capabilities of each program. As we work, we'll ultimately be able to see the strengths and faults of each program and see which of the four programs is fastest at unwrapping a full 3D character model.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Stephen Wells is an expert 3D modeler for characters, props, vehicles, weapons and environments and have created both high and low polygon assets for game productions. He has over 20 years experience in creating a variety of game assets for several different genres (fantasy, sci-fi, combat, superheroes, horror, etc) using 3ds Max, Maya, Photoshop, ZBrush, Mudbox, Topogun, and xNormal. As an enthusiastic instructor, he loves creating video tutorials on a wide variety of subjects to help students better their skillsets.