Blender Best UV Unwrapping Tip Tutorial

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Very short sharp straight to the point tutorial for blender on a tip with UV unwrapping in Blender.

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Found this little gem buried in some other tutorial, glossed over and not even really mentioned. They just clicked it and it took me a while to figure out what the hell it was they had done. So I'm glad you've made this its own entire thing because this one tip is an absolute lifesaver if you have curved geometry.

mycroft
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UV unwrapping is so confusing to me. Thank you for this tip

rithikjoseph
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Tips like theses are pure gold for Blender users, keep them coming. 👌

vinnypassmore
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Useful! And Frank looks suspiciously like an Oscar in WitSec...😁

KProductionsFilms
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I've been working with improving my UV unwrapping skills, and this is definitely one of those tactics. 💪

KwasiMedia
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Great video. I didn't know you could do 'follow active quad' from the UV window. Definitely helpful!

DevSoftware
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The green guy's face in the face cam background is my exact reaction to this trick

raajnivas
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You don't need to select the whole UV island, just select 1 square that is straight then right click and follow quads, as long as you have an active quad it will do the whole island

BelidosD
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Nice! Thank you! Been learning UV unwrapping last couple of days :)

toanthai
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Awesome I'd love more quick tips on UV unwrapping! It's one of the things I'm struggling with atm :) Especially large objects that I can't fit onto the texture without having super low texel density :L

cam
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Also the method used in Guilty Gear
Awesome stuff

rizwanzaman
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god i hope i remember this when i actually need it

BenLe
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Nice tips mate! keep up the good work!

JonCG
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The simplicity of things but you have to know these tricks. This is a real life safer for me.

keithkool
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What would you do if this shape had non-rectangular shapes inside, like holes? :D

BoguZk
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What abt triangle UVs? I am making a jackal shield from scratch and I want to add the radial pulsing effect seen in the later games.

SpartanJoe
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Doesn't that cause UV stretching?

ObscureHedgehog
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Just fyi that this method stretches out uv's 95% of the time when you're working with a model more complex than just a 2D plane. For models like shown in this video it's a great method, but otherwise you should never do this imo

fendrzwag