This course was organized for Unity game developers who want to extend their abilities to include UV Unwrapping in Blender. Whether you're interested in Texture Mapping your own models, free downloads or working with purchased assets, this course can help you get through the learning curve and put you in the driver's seat. You'll learn to UV Unwrap like a pro with a good working knowledge of all of the most common tools for getting the job done quickly. The course also includes a handful of original custom models that you may use to practice solving problems and unwrapping. The models are yours to keep and use however you wish, just for enrolling in the course.
After watching this lecture, you should have a clearer understanding of what UV Unwrapping is and what the letters UV actually mean.
After watching this video, you should understand how to save a Custom Blender Startup File. You may configure your Blender exactly as the instructor or customize to your own preferences.
Find out if UV Unwrapping is something you need to learn, or if you can get by without mapping out the UVs for your 3D game objects.
In this lecture, you will learn that it is possible to colorize your 3D video game objects without applying any UV Mapping. By the end of this lecture, you should have a pretty good idea whether you really need this course or not.
Pop Quiz for Section One.
Learn to use Seamless Textures in combination with the Cube Projection tool for very fast UV Unwrapping and Texture Mapping, perfect for prototype models, though not suitable for published games.
After watching this video you should start to understand how to effectively unwrap any model that is made up entirely of quads and discover which kinds of objects are better suited for this tool.
After watching this lecture you should understand what the Project From View tool actually does. You will also learn how to stitch pieces of UV together using the stitch tool or by simply snapping aligned geometry together on the grid.
This lecture opens the door to professional UV Unwrapping by introducing the "Mark Seams" and "Unwrap" tools. You should start to gain a better understanding of how to use these tools by the end of this video.
Pop Quiz for Section Two
In this lecture, we'll explore a couple of methods for unwrapping a cylinder and start painting on our 3D objects using Photoshop.
In this video, you'll learn how to apply an Earth map texture to the surface of a UV Sphere. We'll explore a cool Blender 'hack' to manipulate a UV Sphere for cleaner UV Mapping.
In this lecture, you'll learn how to rebuild the tip of the cone to produce quads instead of triangles so that your cone shaped objects can be unwrapped more like a cylinder.
In this lecture, you'll learn a technique that is ideal for unwrapping objects of symmetry.
This lecture discusses techniques for unwrapping the monkey head (also known as Suzanne). You'll learn basic concepts for unwrapping a head, where to place seams, and how to reduce stretched UVs.
By the end of this lecture you should discover how to unlock Blender's awesome Texture Paint Mode by configuring all necessary components. You'll also learn how easy Smart UV Project can unwrap objects that you will paint within Blender.
Let's see how much you have learned so far. The questions in this quiz cover the entire section.
You'll learn how this tree was created specifically for this course and a few hints at how to handle unwrapping it.
In this lecture, I'll walk you through unwrapping one of the branches of this tree. By the end of the lecture, you should be able to continue where I left off and unwrap the remainder of the tree yourself.
These custom model lectures are meant to be used as a practical hands on approach to applying what you've already learned in the previous section and comparing your own efforts with what I reveal live. In this lecture, we'll go over the 5 unique custom models that we'll be using through the rest of the course.
In this lecture you'll learn how to resolve any potential problems that could interfere with unwrapping this rocket ship model.
In this lecture we'll UV Unwrap our custom rocket ship model and finalize the rocket by averaging the island scales and neatly arranging all of the UV islands together into the final work space for texture mapping.
This is part 1 for unwrapping our custom robot model. In this lecture we'll be solving problems with the provided model, which is a necessary fist step in UV Unwrapping.
This is part 2 for unwrapping our custom robot model. In this lecture we'll actually begin unwrapping the robot. Try unwrapping the robot before you begin watching the lecture for enhanced learning results.
This is part 3 for unwrapping our custom robot model. In this lecture we'll finish up the remaining pieces and finalize the UVs by averaging the island scales and manually piecing together our texture atlas.
In this lecture you'll learn how to resolve any potential problems that could interfere with unwrapping this futuristic lazer gun model.
In this lecture we'll begin unwrapping our custom gun model, focusing on the trigger and two sights.
This lecture is a second round of solving problems before continuing to unwrap our custom gun model.
In this lecture, we'll be finishing up the UV Unwrapping for our gun model, and finishing the project by averaging the island scales and setting up our final UV Atlas where the model will be ready for texture mapping.
In this lecture, we'll be focusing on fixing any potential problems that may get in the way of UV Unwrapping our tank model.
In this lecture, we'll be UV Unwrapping the Cannon & Turret of our custom tank model.
In this lecture, I'll demonstrate what I call a "Box Cutting" approach to unwrapping certain pieces of geometry.
In this lecture, we'll UV Unwrap the Cabin & Windows of our custom tank model.
In this lecture, we'll UV Unwrap the Exhaust Pipe of our custom tank model.
In this lecture, we'll UV Unwrap the Fenders & Tracks of our custom tank model.
In this final lecture for our custom tank model, we'll UV Unwrap the Wheels and then average all islands scales and setup the UV Texture Atlas.
In this lecture, we'll any potential problems before we start unwrapping the alien model.
In this lecture, we'll be focusing specifically on unwrapping the eyes and eye lids for our alien model. We'll also setup pivot points so that the alien's eyes and eyelids may be animated.
In this lecture, we'll unwrap the finger and toe nails on our alien model. We'll also create a texture to demonstrate how it looks when we color outside of the seams.
In this lecture, we'll continue unwrapping our alien model.
In this final lecture for the alien model, we'll finish up all of the loose ends, average the island scales and create a UV Texture Atlas. We'll include the animated eyes in our texture atlas, which means, we'll need to redo our pivot points once we are finished.
In this lecture, I'll introduce you to the free Blender Add-On by Manuel Bastioni and start to go over some of its features. by the end of this video you should be able to create your own human models with the click of a mouse using this awesome free tool.
In this lecture we'll analyze the UV islands and seams used by Manuel Bastioni Labs human model. After watching this video you should have a better idea where to apply your own seams for models of a similar nature.
I started on my creative journey over 30 years ago as a musician. Through the decades, I have picked up a wide variety of skills, with over 20 years as an accomplished website developer, programmer, graphics artist, journalist, published author, video game developer, 3D modeler and animator!
I have done lots of work for a wide variety of business over the years. I've earned a living as a website developer, graphics artist, photographer, journalist, musician, 3D modeling and animation. In recent years, I have taken to Unity for game development with three games published on Steam in my first year. I'm very excited to be a full time game developer, and equally pleased to pass down some of my knowledge to you!
My friends describe me as a highly driven individual with a wide range of skills, capable of doing anything. I describe myself as curious, intuitive, sincere and above all.. honest.