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Course

Game Asset Creation

insert_drive_file Course Overview
Intro keyboard_arrow_down
  1. 01

    Introduction

Section 1 - Understanding the Interface keyboard_arrow_down
  1. 01

    Chapter 01 - First Encounters

    lock_open
  2. 02

    Chapter 02 - Navigation

    lock_open
  3. 03

    Chapter 03 - Layout Customizing

    lock_open
  4. 04

    Chapter 04 - User Preference Changes

    lock_open
Section 2 - Navigation keyboard_arrow_down
  1. 01

    Chapter 01 - Menus, Modes and Display

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  2. 02

    Chapter 02 - Navigation

    lock_open
  3. 03

    Chapter 03 - Layers and Snapping

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Section 3 - Modeling keyboard_arrow_down
  1. 01

    Chapter 01 - Mesh Data, Object Data

  2. 02

    Chapter 02 - Object Tools

  3. 03

    Chapter 03 - Mesh Tools - Extrude

  4. 04

    Chapter 04 - Mesh Tools - Bevel

  5. 05

    Chapter 05 - Mesh Tools - Subdivide

  6. 06

    Chapter 06 - Mesh Tools - Working With Loops

  7. 07

    Chapter 07 - Mesh Tools - Vertex Connect

  8. 08

    Chapter 08 - Mesh Tools - Inset

  9. 09

    Chapter 09 - Mesh Tools - Merging

  10. 10

    Chapter 10 - Mesh Tools - Knife Tool

Section 4 - Modeling a Game Asset keyboard_arrow_down
  1. 01

    Chapter 01 - Ref Images & Traffic Cone Blockout

  2. 02

    Chapter 02 - Traffic Cone Modeling

  3. 03

    Chapter 03 - Normal Editing - Smooth/Hard Edges

  4. 04

    Chapter 04 - High Res Traffic Cone

  5. 05

    Chapter 05 - Camera Modeling

  6. 06

    Chapter 06 - Modeling With Curves

  7. 07

    Chapter 07 - Finishing The Camera Model

  8. 08

    Chapter 08 - Removing NGons

  9. 09

    Chapter 09 - Hi Res Lens And Ribbed Cable

  10. 10

    Chapter 10 - Organizing And Naming Objects

Section 5 - UVs keyboard_arrow_down
  1. 01

    Chapter 01 - UVs Overview

    lock_open
  2. 02

    Chapter 02 - Mirror Modifier

  3. 03

    Chapter 03 - UV Unwrapping The Base

  4. 04

    Chapter 04 - UV Unwrapping The Cable

  5. 05

    Chapter 05 - UV Unwrapping The Cone

  6. 06

    Chapter 06 - UV Final Layout

Section 6 - Baking keyboard_arrow_down
  1. 01

    Chapter 01 - Baking Setup And Creating Images

  2. 02

    Chapter 02 - Baking Ambient Occlusion

  3. 03

    Chapter 03 - Baking Normal Maps

  4. 04

    Chapter 04 - Creating The Base Color Materials

  5. 05

    Chapter 05 - Baking The Base Color

  6. 06

    Chapter 06 - Setting Up A Complete Material

  7. 07

    Chapter 07 - Cord Baking And Multiple UV Sets

  8. 08

    Chapter 08 - Baking The Camera Lens

Section 7 - 3D Painting keyboard_arrow_down
  1. 01

    Chapter 01 - 3D Painting Setup

  2. 02

    Chapter 02 - Painting A Vertical Gradient

  3. 03

    Chapter 03 - Multi Layered Painting

  4. 04

    Chapter 04 - Worn Edges With Cavity Masking

  5. 05

    Chapter 05 - Baking All Layers Down To 1

Section 8 - Importing and Exporting keyboard_arrow_down
  1. 01

    Chapter 01 - Importing A TF2 Character

  2. 02

    Chapter 02 - Rigging And Placing The Asset

  3. 03

    Chapter 03 - LOD Creation

  4. 04

    Chapter 04 - Exporting As OBJ

  5. 05

    Chapter 05 - Importing Into Team Fortress 2

Assets keyboard_arrow_down
  1. insert_drive_file

    Attribution & Links

  2. insert_drive_file

    ConeCamHat.obj

  3. insert_drive_file

    ConeCamHat_LOD.obj

Images And Textures keyboard_arrow_down
  1. insert_drive_file

    Ref - camera-712122_1920-color.jpg

  2. insert_drive_file

    Ref - caution-389408_1920-color.jpg

Blend Files keyboard_arrow_down
  1. insert_drive_file

    Asset 01 - Modeling

  2. insert_drive_file

    Asset 02 - UVing

  3. insert_drive_file

    Asset 03 - Baking

  4. insert_drive_file

    Asset 04 - Texturing

  5. insert_drive_file

    Asset 05 - Exporting And Importing

  6. insert_drive_file

    Camera Fly Example Geometry

Course

Game Asset Creation

insert_drive_file Course Overview
Intro keyboard_arrow_down
  1. 01

    Introduction

Section 1 - Understanding the Interface keyboard_arrow_down
  1. 01

    Chapter 01 - First Encounters

    lock_open
  2. 02

    Chapter 02 - Navigation

    lock_open
  3. 03

    Chapter 03 - Layout Customizing

    lock_open
  4. 04

    Chapter 04 - User Preference Changes

    lock_open
Section 2 - Navigation keyboard_arrow_down
  1. 01

    Chapter 01 - Menus, Modes and Display

    lock_open
  2. 02

    Chapter 02 - Navigation

    lock_open
  3. 03

    Chapter 03 - Layers and Snapping

    lock_open
Section 3 - Modeling keyboard_arrow_down
  1. 01

    Chapter 01 - Mesh Data, Object Data

  2. 02

    Chapter 02 - Object Tools

  3. 03

    Chapter 03 - Mesh Tools - Extrude

  4. 04

    Chapter 04 - Mesh Tools - Bevel

  5. 05

    Chapter 05 - Mesh Tools - Subdivide

  6. 06

    Chapter 06 - Mesh Tools - Working With Loops

  7. 07

    Chapter 07 - Mesh Tools - Vertex Connect

  8. 08

    Chapter 08 - Mesh Tools - Inset

  9. 09

    Chapter 09 - Mesh Tools - Merging

  10. 10

    Chapter 10 - Mesh Tools - Knife Tool

Section 4 - Modeling a Game Asset keyboard_arrow_down
  1. 01

    Chapter 01 - Ref Images & Traffic Cone Blockout

  2. 02

    Chapter 02 - Traffic Cone Modeling

  3. 03

    Chapter 03 - Normal Editing - Smooth/Hard Edges

  4. 04

    Chapter 04 - High Res Traffic Cone

  5. 05

    Chapter 05 - Camera Modeling

  6. 06

    Chapter 06 - Modeling With Curves

  7. 07

    Chapter 07 - Finishing The Camera Model

  8. 08

    Chapter 08 - Removing NGons

  9. 09

    Chapter 09 - Hi Res Lens And Ribbed Cable

  10. 10

    Chapter 10 - Organizing And Naming Objects

Section 5 - UVs keyboard_arrow_down
  1. 01

    Chapter 01 - UVs Overview

    lock_open
  2. 02

    Chapter 02 - Mirror Modifier

  3. 03

    Chapter 03 - UV Unwrapping The Base

  4. 04

    Chapter 04 - UV Unwrapping The Cable

  5. 05

    Chapter 05 - UV Unwrapping The Cone

  6. 06

    Chapter 06 - UV Final Layout

Section 6 - Baking keyboard_arrow_down
  1. 01

    Chapter 01 - Baking Setup And Creating Images

  2. 02

    Chapter 02 - Baking Ambient Occlusion

  3. 03

    Chapter 03 - Baking Normal Maps

  4. 04

    Chapter 04 - Creating The Base Color Materials

  5. 05

    Chapter 05 - Baking The Base Color

  6. 06

    Chapter 06 - Setting Up A Complete Material

  7. 07

    Chapter 07 - Cord Baking And Multiple UV Sets

  8. 08

    Chapter 08 - Baking The Camera Lens

Section 7 - 3D Painting keyboard_arrow_down
  1. 01

    Chapter 01 - 3D Painting Setup

  2. 02

    Chapter 02 - Painting A Vertical Gradient

  3. 03

    Chapter 03 - Multi Layered Painting

  4. 04

    Chapter 04 - Worn Edges With Cavity Masking

  5. 05

    Chapter 05 - Baking All Layers Down To 1

Section 8 - Importing and Exporting keyboard_arrow_down
  1. 01

    Chapter 01 - Importing A TF2 Character

  2. 02

    Chapter 02 - Rigging And Placing The Asset

  3. 03

    Chapter 03 - LOD Creation

  4. 04

    Chapter 04 - Exporting As OBJ

  5. 05

    Chapter 05 - Importing Into Team Fortress 2

Assets keyboard_arrow_down
  1. insert_drive_file

    Attribution & Links

  2. insert_drive_file

    ConeCamHat.obj

  3. insert_drive_file

    ConeCamHat_LOD.obj

Images And Textures keyboard_arrow_down
  1. insert_drive_file

    Ref - camera-712122_1920-color.jpg

  2. insert_drive_file

    Ref - caution-389408_1920-color.jpg

Blend Files keyboard_arrow_down
  1. insert_drive_file

    Asset 01 - Modeling

  2. insert_drive_file

    Asset 02 - UVing

  3. insert_drive_file

    Asset 03 - Baking

  4. insert_drive_file

    Asset 04 - Texturing

  5. insert_drive_file

    Asset 05 - Exporting And Importing

  6. insert_drive_file

    Camera Fly Example Geometry

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Section 5 - UVs

Chapter 06 - UV Final Layout

24th September 2015

info License: CC-BY
flag Report Problem

Author

Francesco Siddi

How to create the final UV layout for all the separate objects intended to use the same image texture.

6 Comments

Join to comment publicly.

Fraser Thomson

1st February 2017 - 07:29

do I just have to make sure no UV's are overlapping or cant I leave them distorted?

Aidy Burrows

5th February 2017 - 11:19

@fraznofire308: The more distorted the uv's are the more weird stuff can start happening to the way the texture appears, generally it's good practice to get the hand of getting them as undistorted as possible. Doesn't have to be perfect though! :)

The uv's being overlapped is fine for parts that want to share exactly the same texture info, if that's what you mean. Hopefully following through the whole thing you'll see where it all slots together. :)

Aidy.

Show more replies

Fraser Thomson

7th February 2017 - 23:34

@Aidy_Burrows: ok thanks, my version of blender is doing most of it right except for one part of the buckle which is a thin line, but it might just be because the actual part is tiny thanks anyway I love the tutorials

Daniel Lemon

9th May 2017 - 16:12

I don't understand how you can see the UVs for all objects, so that you can arrange them. I can only see UVs for the current object, so I can't easily arrange UVs for all of my objects.

Stephen Petersen

9th May 2017 - 22:06

@dwlemon: https://docs.blender.org/manual/de/dev/editors/uv_image/uv_editing/layout_management.html May help.

Show more replies

Aidy Burrows

12th May 2017 - 10:24

@dwlemon: Hi, That bit is covered in chapter 04, at around the 4 mins 15 seconds mark.

You need the 'draw other objects' in the 'view' menu at the bottom of the uv/image editor window. This needs to be checked on, also the objects need to share the same texture in the back of the uvs too, the 'texture faces' as it were. However, in 2.79 this will become a little easier since i believe they'll be an option as to whether you want them to show regardless of whether they share a texture or not.

Hope that helps anyway! :) Aidy.

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