Texturing with UVs in Cinema 4D - Gain Total Control Over Your Materials
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Cinema 4D is the software of choice for 3D motion designers, but it has always presented a challenge in one area: texturing with UVs. However, with the recent S22 update, texturing with UVs has never been easier. In fact, this can be your new superpower!
In this tutorial, Creative Director EJ Hassenfratz walks you through the basics of UVs, unwrapping, and the tips you need to be able to successfully texture your own models! Once you understand the process, you'll be amazed at how this improved workflow opens up your creative capabilities.
Cinema 4D S22 New Features https://youtu.be/wFjka7XkZ60
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Auto-Generated Transcript Below 👇
EJ Hassenfratz (00:00): UV unwrapping and cinema 4D used to be the bane to everyone's existence. But with the new UV workflow updates in cinema four D S 22, it's never been easier to learn this extremely useful skill. When you wrap your head around what a UV is and the whole process of UV and rapping, it's like you have this super power where you can finally accurately texture your models with ease, and I'm going to be walking you through the whole process of UVN wrapping, cover the basics of UVS and how you can apply it to your own models. Now, if you want to follow along with me, be sure to download the free project files in the video description below
EJ Hassenfratz (00:52): Now you've these are the names of the horizontal and vertical axes of a plane since XYZ is already used for coordinates in 3d space. Now, UV unwrapping is the process of flattening out a 3d model into 2d representation for texturing. Now things have a stuffed animal it's made by sewing together, separated pieces of flat fabric based on a sewing pattern. Two great one sewn together, stuffed animal, basically UV ING is that process of defining seams and then unsiloing or unwrapping a model added seems to flatten it out too easily. Texture UV mapping is then when you apply a texture and map it to your model, utilizing those UVS.
EJ Hassenfratz (01:39): So why the need for U visa and unwrapping it all? Well to demonstrate the why let's just start with a very simple case of a cube. And if we went and double clicked in the material manager down here and opened up the material editor and just loaded up, say a tile texture, or checkerboard texture even, and apply this to our cube, you'll see that this is mapped perfectly, no stretch squares, nothing like that. Now what happens if I make this a little longer, where you're going to see that the texture stretched out on these polygons that we actually made longer. And the reason for that can be made more apparent if we actually go and check out the UVS of our object. And I remember the UVS are just the 2d representation of a 3d object now to be able to generate a UV tag.
EJ Hassenfratz (02:34): What we need to do is make this object editable because we can't edit UVS on a primitive object. Okay? So I'm going to hit C to make that cube editable, and you'll see that that generated this UVW tag, this holds all of the UV information for this piece of geometry. So to view the UVS, we're going to go to our body pain, UV edit layout, and you'll see the 2d representation of our object here. Now, if I go into my polygon mode here and select this polygon here, you'll see that even though this is a pretty long stretched out polygon, it's actually mapped to this UV texture view as a perfect square. And this is why we have this stretched out texture. Okay. So if I select this polygon here and move this around, you'll see that all the UV editor is, is showing how a texture is mapped to a single polygon.
For the full transcript visit: https://som.bz/2W3o206