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A GUIDE TO:
MASTERING
THE UV MASTER By Pablo Muñoz Gómez
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
Conclusion 23
High poly count 9
Bridges, tunnels and holes 9
Final thoughts 23
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
this guide, we’ll focus on things we can do to make sure the your objects. The complexity and length of this process will
automatic process delivers the best results, so that we can vary depending on the scope of your project. In a nutshell, it’s
get on with our project. the process of mapping a 3D object into a 2D space.
Why UV Master?
I like UV Master for several reasons. If I had to pick the top
three, they would be:
It is super fast!
Let’s kick this off with some good old terms and what they Seams
mean. As I mentioned earlier, these concepts are widely
applicable to the process of UV mapping in general, but I’ll To me, this concept is the easier to extrapolate to a real-
try to constrain the explanation to what is more relevant for world example (also because the meaning is literal). Think
the UV Master Plugin. about the seams of a jacket, for instance. If you where to cut
it and dissolve all the stitches, you’ll end up with a bunch of
UV Mapping loose pieces that you can lay down flat on a table.
UV Mapping is the whole process of creating usable UV for So in a 3D object, seams are simply the cuts you do (or UV
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
Master does for you) to determine where the object is going various pieces that are on the table: sleeves, pockets, etc.
to be “broken” in order to display it in a 2D space.
UV Packing or UV Layout
For example, you can have a simple cube with seams and
properly unwrapped that looks like this:
Unwrapping
The unwrapping part is spot on! The seams are good too
since they allow the program to unfold the 3D object and still
keep it together as one piece (one UV shell).
UV Island / Shells
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
Now there is less wasted space but we have too many seams for game assets, for instance).
and might be hard to create a continuous texture…
In summary, the Texel Density is a combination of the size
So in this particular case, a good compromise regarding the of your texture map and the distribution of your UV shells.
layout or “UV packing” might be this:
Texel Density
I’d say that this concept falls more on the technical side of
ZBrush palettes involved
things. Texel is an abbreviation of Texture Element, which In this tutorial we’ll take a look at various features within the
is a fancy way to call a unit in the texture space. The way I following ZBrush sub-palettes:
arrange this concept in my head is a bit primitive by I think it
works: a texture contains texels and a texel is a “box” that ZPlugin palette > UV Master
contains pixels. Tool palette > UV Map
Tool palette > Texture
Texture palette
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
Wasted pixels Anyway, we’ll take a look at how to optimise this later on. This
concludes the quick and easy pre-tutorial, and this is good
What we got from this one-button process is excellent, enough if you just want to create quick UV maps for your
considering the amount of time we spent. The most important sketches to be able to bake some maps or export the mesh
thing, is that the polygons are evenly distributed and for the to Substance Painter for instance. ;)
most part their size in the UV space is very similar. However,
there is a lot of wasted pixels that we could be using to pack To give you an idea of how the UVs are working, I took the
more texture information. model with the UV map we got from a quick unwrap, sent
it to Substance Painter, did a two minutes paint job, and this
Under the UV Master sub-palette, click on the “Flatten” is what I got:
button, this will unfold our 3D object into the 2D space. As you
can see there is a lot of space
that we are not using and that
is a shame. Remember the
jacket analogy? Well, imagine
that you have a sheet of pure
gold and you want to make a
jacket out of gold (bare with
me...). Now, imagine that the
sheet of gold (our UV map) is a
perfect square and we need to lay down all of our pieces of
the jacket to trace them on the sheet of gold. If the UV shell
we just obtained from unwrapping our test object was the
piece of the jacket, look at how much gold we are wasting!!!!!
(I know this is a silly analogy, but when it comes to texturing,
every pixel counts… so treat them as gold!).
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
So before we start with the detailed step-by-step tutorial, Master will be like “No problem give me, 0.5 seconds” and
let’s talk briefly about a few things to bare in mind when you’ll get something like this:
using UV Master.
Now, this is not terrible for what we need but not the best…
Regardless of how useless this UV mapping is, the UV
Master did ITS job flawlessly. If you want something different
and more useful, is YOUR job to help the UV Master out (and
we’ll take a look at a few ways to do that in a second).
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
Load Testing_head_original
Let’s say we want to export the low poly version of this testing
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
For the first try, leave it has no idea that what we are modelling is a creature, for
the Symmetry and example.
Polygroup OFF. With
symmetry on, UV Master For the UV Master these two models are really the same:
will try to make the UV
island symmetrical and
the polygroups option
will create UV shells from
the polygroups. At this point we don’t have UV islands/shells
or polygroups so just turn them OFF for now.
Hit the unwrap button. You should get something like this
(after pressing flatten button to check).
Check seams
Now it’s time to see where UV Master cut our model, this
is a fundamental step towards a better UV layout. As I
mentioned before, the job of the UV Master is to create the
best possible scenario with the information we give it, but
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
This orange lines represent the cuts or seams that UV Master What’s important here is that if we are happy with 1 single
decided were the best option for our head. The trick with the UV shell, symmetry OFF might be a better option since the
seams is that we should avoid any visible or important area, UV shell is better placed encompassing more area of the
so a seam, right through the middle of the face is not ideal. texture space (more gold if you remember the golden jacket
analogy). But, our test model came out pretty good, so let’s
Unwrap again move on
Sometimes there is no change at all, with the UV seams This is where the concept of texel density
remaining in the same place with one single UV shell. With starts to weigh in. UV Master allows us
the symmetry on, the UV Master will try to place the single to control the density with polypaint,
UV shell in the UV map in a way that has symmetry (could be simply painting more resolution where
symmetry in U or V). we want it! THIS IS FANTASTIC!
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
Note: in some cases, adding more density in areas will result Since I want a lot of details around the face, I want to paint
in other areas with less resolution. with 4x this area. Click on 4x and paint where you need to
have additional resolution. When you start painting you’ll
Ok, let’s do this! Change the skin texture we previously see that you are painting with a bright green. If you select 2x
applied for the checkered one (texture 19). The squares for instance, the green colour with be faint and this is good
displayed in our head are relatively all the same size, similar to better transition between high and low resolution areas.
texel density. This means we have the same resolution in the
nose that in the back of the neck. I know that in my render, the back and bottom of the bust won’t
be visible, so I can click on /4 to decrease the resolution in
those areas. The colour now will be light blue.
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
As you can see there are more squares that sit around the Protect / Attract
eyes and mouth now. On the contrary, at the back we have
just a few. Switch back to the tileable skin texture we tested In my opinion, this is one of the most powerful features of
before and see what happens. the UV Master, but it is widely misunderstood. This feature
also uses polypaint colours like the Density process, to assign
areas in your model that you want to protect or attract the
placement of the seams.
Also, if you remember, I mentioned before that having “cuts” I think about the protect and attract feature, as the NON
running in the middle of the face wasn’t great. But I didn’t smoking and smoking sections of a bar. The seams are
get into too much details, because we got a nice UV map in like the cigarette smoke, very elusive, adaptive and hard
our first try. However, since we started editing the density, to contain. So... the “protect” feature is the Non-smoking
we instructed the UV Master to re-arrange the polygons to section, because we don’t want to have any smoke (seams)
give us more texel density in certain areas. Therefore, the around there. The attract feature would be the smoking
UV layout and seams have also changed. area where we tolerate the smokers (seams). The thing is,
the smoke might go into the non-smoking area because of
the layout of the bar (the model). So, we cannot control the
smoke or where it goes, all we can do is try to change or
improve the “layout” of the smoking and non-smoking areas
so that the smokers don’t annoy the non-smokers.
So, we got what we wanted in terms of texel density / Where were we? Oh yes, the tutorial… So, now that we have
resolution, but there are still some ugly seams running right an idea of what this feature does, we can then edit how the
across the face (although is better than what we had before). seams are placed in our test object.
The next step is to try to remove those seams while keeping
the density we need. Go ahead and click in the “enable control painting” (if is not
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
on) and switch on the protect feature. Using the standard Creating clear seems with polygroups
brush, start painting the areas you want to try to avoid the
seams going through. What would the beautiful journey of learning be, if there
were no contradictions? I have been going on a rant, for the
Sometimes adding either a protect or attract area should be most part of this tutorial, on how automatic the UV Master is.
enough for the UV Master but if you want to give it an extra Now I’m going to tell you that there are a couple of manual
hand you can do both. For the sake of this tutorial, I’ll also process that we should embrace, if we want to achieve
paint some areas to attract the seams. Something like this: “maximum potential” from the UV Master.
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
You can use the selection tools to hide and the group visible,
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
Balancing/optimizing Texel density However, we can optimise our map a bit further. I created
an additional polygroup for the bottom of the test object
The UV map for our testing head is looking good, but there (which you won’t really see it in the final render) so that we
is still some space where we are wasting valuable pixel real can reduce the size of this island to allow for more texture
estate. space in the more important areas.
When you are in the flatten state of the model, we can Just keep in mind that altering the optimal size of the UV
still use the selection and masking tools as well as the islands/shells, will in turn change the texel density and
Transpose line to move, scale and rotate the various pieces affect the texture resolution of the different parts our mesh.
of our UV to optimise the space. This could be a problem if the change in size is too abrupt
in visible areas and more evident if you are using tileable
Remember that the UV Master tries to distribute the vertices textures:
in the best way possible, while maintaining the proportion of
the polygons. But, since we used density, the island of the
face, is proportionally larger than the other UV islands to
“gather” more pixels.
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
In this case I do want more texture details in the face and If we turn ON the skin texture for example, you’ll see that the
I will create the textures by hand, so I’ll be careful with the UVs have been transferred and now we have a nice UV map
transitions. Therefore, I’ll arrange the UV map using the in our detailed model.
transpose line, to something like this:
UVs Copy/Paste
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
If you just want to check the layout you can use the Morph Cool, this is the end of the Step-by-Step tutorial (sort of, I
UVs button from the UV map subpalette: know I branch out a bit in some areas). Now, for the third part
of the tutorial, I’ll show you additional features from the UV
Master that I rarely use, but it’s good to now they are there.
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
Once you are happy with your texture, go to the Texture Map
Put the nice UVs to work sub-palette and click on “Create texture from polypaint”.
Now, this tutorial is all about the UV Master and we are not
going to get into texturing and polypaint, we’ll leave that for
another tutorial. But it would be kind of pointless to learn
something that you might not know how to use, so let’s have
a look at what the next steps after texturing could be.
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
Use layers from posed to original to check UV Map > Hrepeat, Vrepeat, switch U<>V, Flip U
texture distortion and Flip V
UV Master can unwrap and object with layers. This is This buttons under the UV map are awesome when working
particularly handy to check how a texture is distorted on a with tileable textures. They basically allow you to repeat
posed model. You can even create the UVs based on how the texture in the U or V axis, as well as flip UV map to re-
the model is affected by the layers. arrange the texture.
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A GUIDE TO: MASTERING THE UV MASTER By Pablo Muñoz Gómez
Final thoughts
I hope this guide has been helpful and I appreciate you
taking the time to go through it. I have set up a web page
specifically for this guide, so If you have questions or
feedback about anything in this tutorial, you can post it in
there. The comments section work like a forum, so you can
add links, tag people, attach images, etc.
www.ZBrushGuides.com/Mastering-the-UV-Master/
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On sharing: If you enjoyed this tutorial feel free to share it. I
just ask to please share, either the direct link to the download
page: www.ZBrushGuides.com/Mastering-the-UV-Master/
or the Selz store link, where people can download it. Not the
PDF itself.
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