Pinning UVs and Live Unwrap
A free video tutorial from Darrin Lile
Blender Foundation Certified Trainer
4.6 instructor rating • 15 courses • 29,991 students
Learn more from the full courseCreate a Game Character: Blender, Substance Painter, Unity
Learn to use Blender, Substance Painter, Krita, and Unity to create your own game characters.
12:37:12 of on-demand video • Updated October 2018
- Model and UV Map a 3D character in Blender suitable for game engines
- Texture a 3D character in Substance Painter
- Rig a character in Blender that will work with the Humanoid Rig system in Unity
- Use the free character animations provided with Unity on your own custom character
English [Auto] Now let's go through the same process for the boots. I'll select one and zoom into it. And once again we don't need the other side right now so let's go ahead and delete the mirror modifier. Now if you recall when we did these boots I created seams down the back here and along this edge slits switched to edge mode. And along this edge here and I think these would make good places to hide seams since they are the seam of the boot anyway. So let's let's work on that let's all click this edge and let's de-select I'll hit the C key and scroll the mouse wheel a bit and with the circle select tool here I'm going to press the middle mouse button and scroll along and remove the edge in front and on the bottom here I'll go to a wire frame and lets middle mouse button and drag there and all the way up here as well. So we just have that edge on the back of the boot selected. So I'll press control key and select mark seem. Let's also create a seam right down in here. Allt click here. So right along the top of the sole of the shoe press control and Mark is seen there. We don't really need the sole of the shoe to be connected. We can all click this edge and go ahead and add a seam here. Probably we're going to need to. Now that I think about it I think we are going to need to mark a seam along here. Let's go ahead and extend that seam on down the back of the heel mark seam and then let's go ahead and use that seemed that we created in the high Pauletta high and this seam here in the U.V. map press control E and Mark seam OK let's see how this works. I'll select everything with the key and press you and unwrap if you like these may be a little bit squashed you can see the sole of the shoe here isn't the proper proportion. I think we need to apply our scale here so let me go back to object mode and open up the panel with the in key and then scroll up and sure enough scale isn't applied. So let's press control a out here and choose. Scale. Now that we've got that all ones let's try this again. Tab back into edit mode and press you and unwrap. Yeah and that looks better. All right so let's apply that material. Pull this down and choose our test pattern material. Also choose texture viewport shading. And here we go. Now we're doing pretty well back here. This all looks pretty good. But then when we get up to the toe of the shoe that's not looking too good. Look how much bigger this is than this and that's not what we're looking for. So how are we going to fix this. Well Blendr has another tool that we can use the pen tool. Let me de-select these I'm going to hover over this one piece because this is the toe right here and I'm going to hit the key and pull it out. Out here so we can kind of work on it on it so and I'll hit the period key to zoom in. All rotate it a bit like this just so we can work with it like this a little easier. And so let's take a look at this. If I move it so that C-8 is right on the tail you can see how big it gets. And you can kind of see that here in that the polygons here are very small. So the smaller the polygons are the bigger the squares and the letters become on the object. So how can we fix this what we need to be able to do is stretch these out while keeping the others relatively the same. To do that what I'm going to do is select these points say around the sides like maybe here and here and once again out here like this and then I'm going to pin these points so under UVA's you can see this menu item pen and P is the shortcut for it. I'll go in and click this. And now you can see if I de-select these points. Each of these points has turned red. Now how we can use this is if we come over here to Uvas again and we choose live unwrap. So what that will do. Now if we choose one of these points and we move it around Blendr will automatically in real time try and re unwrap this island again and again as we're moving the point around. So here let me show you. I'll hit G. You can see it's trying to unwrap this as we move it around. So what we can do is we can maybe take these two points and I'll hit s and X and maybe scale these out and see what happens. So now look at what's happening that C-8 there is about the size of the eight. Now if I select them all I'll hit the A key to select all those points and I hit G and move them around. You can see that even when the C-8 gets down to the very toe it's still pretty much the same size as that 8. And that's what we want. All right so let me zoom out here. I'm going to hit the Beaky to border select just these points here and I'll take g and I'll move these back into here. Now I don't need to move them all within that zero to one space quite yet this grey square. But ultimately we're going to have to have all of our U-V islands in a single zero to one space. And I say zero to 1 because the coordinates of this square zero zero is down here. And one one is up here so 0 to 1 or the coordinates. And that's why I call this the zero to 1 square. So that's how we can U-V map our boots. Let's go ahead and go into object mode and just check them out one more time before we move on. And yeah I think that's going to work out pretty well. So let me hit shift's C and so he can see the rest of the model. And we've gone ahead and just done one side of each of these pieces and that's what we're going to do for everything. Since this is a symmetrical model we're going to just U-V map of one side of it and have the textures for that one side apply to the other as well. And the way that's going to happen is we're going to have U-V islands on top of each other. So real quickly let me just show you what I mean by that we can look at this fairly easily with the boots. So if I tap into that mode and select these polygons you can see here are U.V. islands for the boots. Now if I tab back into object mode and I'm going to go ahead and mirror this over to here and for the time being I'm going to go ahead and apply this. I'm going to hit apply. And so now this is all one object. If I hit G I can move it around like this. This is all one object. So if I tab into edit mode you can see that the U-V islands are still the same since there are two boot's here you'd think you'd see the U.V. islands doubled up maybe over here. We do have twice as many polygons. But the thing is the new polygons are actually underneath the old one so if I select this U-V and move it you can see that there is the other one right in here. So that's how we can create textures for only one side of the model because when we put the textures over the U-V islands here for our boots say the leather of the boots here and the soles here. Those textures will go through and be for both of the islands one on top of the other. So let me go ahead and just select one side of these I'll just go to wireframe and hit B and border select this boot here and we don't need this quite yet so I'll hit X and delete face's. All right. So that's how we're going to double up our textures is because when we mirror them over they're going to appear exactly beneath the existing polygons. All right. So in the next video let's start working on the U-V maps of the body.