| Date Released | | 11/30/1999 |
| Duration | | 00.55.28 |
| Artist | | Chris Maynard |
| Artist | | Sebastian Koenig |
| PM | | Chris Maynard |
| Producer | | cmiVFX |
| Chapters | | 1 |
Unwrapping
A good UV-Layout is the base for texture-, normal- or displacement-map-baking and the inevitable foundation for any texture-painting. Luckily, UV-unwrapping in Blender is very easy! Learn how to quickly create great UV-Layouts with Blender's powerful unwrapping-tools. Select edgeloops and mark seams in seconds, loop-tag edges as seams and use Blender's UV-Editing-Tools to edit and improve your UV-Layout. Minimize angle- and area-stretching and pack UV-Islands to make the best use of the image-space.
Baking!
Sculpting in Blender is nice and fine, you can produce a lot of detail using multi-resolution meshes, but dealing with these high-res models during the animation-process can be very inefficient, prevent you from creating shape-keys for facial animation, slow down the viewport and of course will waste a lot of disk-space. So why not bake all the nicely sculpted details to displacement- and normal-maps and use them on your low-res model instead? Got some baking-problems because of intersecting faces? You won`t struggle again!
About the Author
Sebastian König is a German 3D-artist who is working as a freelancer and CG-instructor for several years now. During his studies for Education of Art he discovered the joy of modeling and creating 3D-Animations with Blender and hasn't stopped since. Being a passionate Blender-User he has been teaching Blender at the University of Art and Design Halle/Germany. He has been working for various studios and companies as a 3D-Artist and freelancer. During the dozens of projects and jobs he completed with Blender he got a profound knowledge of almost every aspect of this great Open-Source 3D-application.