Creating a fox in Blender – UNWRAPPING (3/5) – FREE 3D MODEL

Hi guys! Now it’s time to do the uv mapping of our fox. Hi guys! Now it’s time to do the uv mapping of our fox. The first thing to do is to apply the mirror modifier, otherwise we may have problems with the mapping. Let’s click to apply. Now the two halves of our fox are united. At this point we have to assign a material to our fox, to check how our mapping process is going on. Let’s go to the UV editing viewport Ok Create a new image and name it “check”. The recommended dimensions for a good quality are 2048 x 2048 px. Here, we choose UV Grid, that will create a grid that will allow us to see how a real texture would be stretched on our model. And we click “ok” Now we can save our image Choose the right folder and save the image as a png file. Now we only have to assign it to our model; let’s go to the shading viewport and assign a new material to the model. We can call it “check”, and assign it to our fox and we give it the texture image we’ve just created. Clearly now we see this weird result because we have not yet unwrapped the model. Let’s go back to to our UV editing viewport, and at this point we can start our mapping process. Basically we will have to select and mark some edges, which will allow the software to open the model as if it were a sheet of paper, in order to create a texture on which we will paint later. How do you choose these edges? It’s a matter of experience, it’s better to place them in places where you don’t notice much, and put as few marks as possible without stretching the texture. So we can start from here, selecting the outline of the neck, then we hit CTRL E, mark seams. Now, if we select all with A and then hit U and uwrap, Ok, we can see a mapping. Our texture is displayed more correctly, but now we have to add more and more cuts. The model must be cut in places where there are protruding parts or parts that must be separated, such as the legs. We’ve already done the neck, now we can cut the head. Here To select the edges you can click the first one and then click the last one holding down shift ctrl, so that it’ll select all the edges in between. again, ctrl E, mark seams. Now, to cut the ears, I would cut the head here and then go cut the ears on this side, continuing inside and then selecting the central part of the ear. Because otherwise you risk that it gets quite stretched inside. Obviously the process must also be repeated on the other side. Use shift Alt to select an edge loop. Now we only have to cut the base of the ear We can select these edges too Here we are it’s not a fast process, but with some hotkeys it can be speeded up. Now we can stop for a while and try to unwrap the model ctrl E, mark seams select all, U unwrap. And we see that despite the mouth is very stretched, the rest of the head seems to be quite correct. Around the eyes, inside the ears, we’re on the right track, the texture is not excessively stretched. Now we can try to cut this part of the face and inside the mouth, where you should’t notice much, ok Go on to this side. Actually, I’d like to take the jaw, so I’ll stop here and I’ll take this loop, deselecting with shfit these edges. We can check our texture again Ok always better The texture on the nose looks better too Now, actually, I’d like to add some loops on the mouth Let’s uncheck subdivide for a second I want to add two loops here and one on the nose, here, to mark this loop. ok we can go on with the rest of the body. For the front legs, first we have to select the shoulder So Here, we can take this edge loops, At the base of the leg, We can go on here And take these edges I always get confused with these hotkeys which are very similar Ok now we can mark this part Now, we have to cut the leg vertically, taking the edges as inside as possible, for example these, Basically to cut this leg, we have to cut it vertically and then we cut it also at the base of the foot so we have to select this edge loop and mark it. The leg is starting to look better, and now we quickly repeat the process for the other side of the body. Perfect! The front legs are done. Now we’ll have to work on the hind legs and the belly. We’re almost done! Let’s start from here. For me This is a good place to start. We can take these edges, and get to this point and then we select this loop, just at the beginning of the hind legs. At this point we can cut the upper part of the back and we can also cut the fox’s tail, selecting the loop at the base of the tail Ok It’s a bit hard to see but yes, we selected it Ok At this point we have to cut the legs, so we can go on and select here, and here aaand here If you want to be sure you have actually selected the edges, you just have to hide the faces of the tail (you need to hit alt Z first, to select the back faces) alright And now we can see that yes, we’ve actually selected the edges and with ALT H we can show all the hidden faces Now we just have to cut the legs vertically, as we already did for the front legs. So Let’s start with this edges and, as we did before select the edge loop at the base of the paw and mark everything. Let’s repeat for the other side of the body Perfect! Let’s see how our mapping is going on! We are almost done with this mapping This is the most messy part the paws which are actually very stretched so I’m going to cut this part alright like this, so that the texture is less stretched Obviously we can do this for the front legs too there’s some stretching here too Oplà Did I really said that? Ok Once again, unwrap This part is pretty good the texture over the body is quite good, exept for the mouth part. We just have to do the tail. So How do we map it? Let’s take an edge loop here, and then continue along the entire length of the tail, until we reach the base. Let’s check how the texture is going on on the tail I think It’s ok, the mapping looks good so we can leave it like this. Now our fox is finally unwrapped. We’ve cut the model in all the right edges to unwrap it, the texture is not stretched, the last thing left to do is to reorganize the islands in our texture, so that every part has its space. It’s important that the parts that you will see more in detail, have a higher resolution. like for example the head. So select all the faces here, you can see all the parts that we’ve cut This is clearly the head, in fact if we scale it we can see that the texture is scaled proportionally And this part instead is the jaw. If we select them both, we can scale them a little bit so that the head gets more resolution, in fact we can see that there are more squares. We can scale them as much as we want. This is a good result. At this point we need to reorganize the islands. In order to do it, select all the islands and go to UV, Pack Islands. Blender automatically reorganized all the parts, but we can arrange them better if we want. to select an island, I usually select a vertex and then press L. in this way I select the part that I want. We can select every part and move it to place it wherever we want. Here we can see the parts that we’re selecting This parts corrispond to the shoulders, so we can move them and scale them a little bit Always make these adjustments symmetrically. Move them so that they have enough space Ok, now we’ve reorganized the texture so that most parts have a higher resolution, especially parts that were more stretched or more important like the head, the ears, the paws. We moved and rotated all the islands to organize them inside the borders of the texture. It’s not important where they are located or what rotation they have, but it’s important that they don’t overlap. Now our uv mapping is complete, the result is quite satisfying, and in the next video we’ll see how to paint the texture of our model to create a wonderful furr. Se you in the next video, bye!

Leave a Reply

Your email address will not be published. Required fields are marked *