and how do you import uvs only ? what if model i made in zbrush has 10 mil polys but not uvs i can go to level one 1k polys open it in Headus make uvs and export uvs back to zbrush right ?
I don't understand. My 'save' button stayed at gray, so I can't press on it whatsoever. I'm not sure how to save my UV :( Do you know what the problem is?
Great tut, just one correction: At 03:12 -- Red is texture stretching- Blue is texture compression. Blue is preferable to red but you always want to strive for as much green as possible. I usually stop my unfold process while I have a little blue left because compressed areas seem a little easier to deal with in maya than stretched areas.
This program is humbly amazing. With your tuts this uvw tool became understandable and for me, believe it or not, FUN. I've tried other uvw editing software and always is like watching my math teacher write his bullshit on the board. The interface is archaic though, but who care when the program delivers. I still haven't experience a crash or bug yet. What I like about this software is that it isn't gimmicky, it goes straight to the point. Usually I further tweak it in 3d max. UV Layout is nice.
@nusphere I think the normal answer would be "yes." But its with caution. If you use a UV set that was modeled on a low poly object, then took it into a scultpting program like Zbrush, you pretty much have the same UV set because all Zbrush is doing is multiplying the faces, and, consequently, the UV's.
You run into a little bit of an issue (or sometimes THE issue) when you sculpt things that are really different from the original object. Changing your object too much will cause uneven UVs
@GibbyJoe Uneven or distorted UV's... for example, if you take a cube and unwrap it, then smooth it over a gazillion times in zBrush and sculpt out a pair of awesome horns and legs, the big change in geometry from the original cube will cause an uneven spread of your UVs.
As if this answer wasn't long enough already, there are a handful of plug-ins, scripts and other applications that help with mapping UV sets to other objects, but nothing does as good of a job as a little planning.
"I think I see now", said the blind man.... Okay, so the TMP buttons create a *.uvl file that is native to Headus only. Iterative capabilities with the multiple buttons, yada, yada, yada (that write over each other with a click btw)... However, it won't open UV Maps generated in Maya --which is strange, but with this work around it's still usable. --Now to apologize to the local vermin population....
As a test I just cut some UVs on my model, flattened them, saved them with a unique name and opened it in Maya. The UVs were there, so I made some adjustments, saved it & then open the file in Headus. F! It says there are no faces in UV space??? Does Headus not have the ability to open UV Maps? Am I going to have to do all my cuts in one pass then?
__Exactly how do the TMP buttons work? Do they create a file that can be loaded in the event of a crash? i.e. How do I recall the info inside them?
I really appreciate this tutorial (nicely done), but unless I'm unwrapping a cube this is one tool I regret buying. Most of the buttons on the interface are useless: SYMMETRY doesn't work, UPDATE... well it doesn't & the TMP is useless --because when it crashes (& it will), nothing is saved! Maybe I'm just missing the point of the TMP buttons, but what good is are they if they don't actually store anything?
@CineGolem I agree that Headus is Quite a buggy program, but it does get better with each upgrade (well, mostly). The "Temp" buttons are there to hinder losing all your work, and a poor substitute for a stable program, but they are valuable. When you create a temp file, it's kind of like creating a save state on what you were working on. The /tmp file is saved in the folder where you saved your OBJ (usually) and if you double click on it, it should open the last state.
@GibbyJoe In my experience, the biggest crashes almost ALWAYS occurred when switching between the 3D view and UV editing view. I try to plow through all of the slicing in one sitting when it's most stable, make a temp file, then close the program to clear out the memory. Reopen Headus using the temp file and, for the most part, it's a bit more stable. Another use is being able to go back using the temp file in case you messed something up in your slicing.
@GibbyJoe I see, thanks for replying. What is the UPDATE button for? As well, I used the SAVE button several times, but after the crash, there wasn't any UV info on the OBJ when I loaded it... ?? Frustration is speaking louder than reason at this moment so I'm going outside and punch a squirrel or chipmunk for losing several hours of unwrapping ;)
@CineGolem Take that rodent-kind!! I think the Update button is for checking software versions, but I'm not sure. I've mostly switched over to using a Mac for asset development (neater way of working once you get used to it), and the version of Headus runs into the same problems, though, they seem to occur a little less on my Mac version.
Good luck, and remember squirrels will steal your cable and electricity. Like in the Secret of NIMH.
@GibbyJoe "I think I see now", said the blind man.... Okay, so the TMP buttons create a *.uvl file that is native to Headus only. Iterative capabilities with the multiple buttons, yada, yada, yada (that write over each other with a click btw)... However, it won't open UV Maps generated in Maya --which is strange, but with this work around it's still usable. --Now to apologize to the local vermin population....
thank you, you have just saved me countless hours of tweaking uv's. i just go mental at the thought, especially since ive only been messing around with 3d modeling for a year now, this makes it soooo much easier :D thanks again
Thanks so much. I hate UVS and this will help out a lot and save a ton of time!
autumnb1120 1 week ago
Thanks a lot man! U're awesome :D
kostyasazonov 1 month ago
02.54 NEEE BLUWEEKKK!!! You're good! And now I can edit my UV, thanks
Stucked for UV Editor about a month
GELEVN 1 month ago
and how do you import uvs only ? what if model i made in zbrush has 10 mil polys but not uvs i can go to level one 1k polys open it in Headus make uvs and export uvs back to zbrush right ?
Sandra58699 1 month ago
Thx for the tutorial. It was awesome :)
nabei999 2 months ago
u're awesome!!! oh, did any1 ever told u kinda sound like Jack Black? hahaha
Haizeel 3 months ago
How's Fred, BamBam? xD
ShroudedFury 4 months ago
Muchas Gracias Mi Amigo!
KoolHandMike 4 months ago
Thank you so much! It has help me, and my group, a LOT!
Rubs0122 4 months ago
Thank you so much for this tut.. and what an awesome program.. saves us for like 5 days of work :p
maalberg 5 months ago
@maalberg Sweet 5 days for texturing & sculpting!
GibbyJoe 4 months ago
you save me man
ismacou 6 months ago
:D FUNNY DUDE great tutorial
josedavidalvarado22 6 months ago
one question why when im scaling the uv the color becomes red.not green. is this indicates as bad UV?
riphoff 6 months ago in playlist 3d issuse
I don't understand. My 'save' button stayed at gray, so I can't press on it whatsoever. I'm not sure how to save my UV :( Do you know what the problem is?
Randominja190 6 months ago
Great tutorial! simple and gets the job done...more on the beginner side to me...but still very well done. A+
Thanks!
PAO481 7 months ago
Comment removed
PAO481 7 months ago
Great tut, just one correction: At 03:12 -- Red is texture stretching- Blue is texture compression. Blue is preferable to red but you always want to strive for as much green as possible. I usually stop my unfold process while I have a little blue left because compressed areas seem a little easier to deal with in maya than stretched areas.
DemiousStudios 7 months ago
This program is humbly amazing. With your tuts this uvw tool became understandable and for me, believe it or not, FUN. I've tried other uvw editing software and always is like watching my math teacher write his bullshit on the board. The interface is archaic though, but who care when the program delivers. I still haven't experience a crash or bug yet. What I like about this software is that it isn't gimmicky, it goes straight to the point. Usually I further tweak it in 3d max. UV Layout is nice.
edwin11373 7 months ago
@edwin11373 LoL I couldnt have said it better meself.
infinitesimotel 5 months ago
this tutorial was great man first time using headus and this showed me the steps good job bro...
veryfastcivic4now 10 months ago
Hey thanx so much for taking the time to answer so comprehensively :D
nusphere 11 months ago
Hey thanx for the tutorial! If you generate UVs on a low poly model can you later use those UVs for a higher poly model? Thanx for your time :D
nusphere 11 months ago
@nusphere I think the normal answer would be "yes." But its with caution. If you use a UV set that was modeled on a low poly object, then took it into a scultpting program like Zbrush, you pretty much have the same UV set because all Zbrush is doing is multiplying the faces, and, consequently, the UV's.
You run into a little bit of an issue (or sometimes THE issue) when you sculpt things that are really different from the original object. Changing your object too much will cause uneven UVs
GibbyJoe 11 months ago
@GibbyJoe Uneven or distorted UV's... for example, if you take a cube and unwrap it, then smooth it over a gazillion times in zBrush and sculpt out a pair of awesome horns and legs, the big change in geometry from the original cube will cause an uneven spread of your UVs.
As if this answer wasn't long enough already, there are a handful of plug-ins, scripts and other applications that help with mapping UV sets to other objects, but nothing does as good of a job as a little planning.
GibbyJoe 11 months ago
cheers.
Chindabin 11 months ago
Splendid tutorials. I'll also be sure to check out your after effects series. very clear and concise!
vxleng 1 year ago
Thanks dude. Appreciate the humor and good information combined into one video.
jonnywow 1 year ago
Great video thanks a lot man
tadeuvi 1 year ago
"I think I see now", said the blind man.... Okay, so the TMP buttons create a *.uvl file that is native to Headus only. Iterative capabilities with the multiple buttons, yada, yada, yada (that write over each other with a click btw)... However, it won't open UV Maps generated in Maya --which is strange, but with this work around it's still usable. --Now to apologize to the local vermin population....
CineGolem 1 year ago
You speak Hangul?
CineGolem 1 year ago
As a test I just cut some UVs on my model, flattened them, saved them with a unique name and opened it in Maya. The UVs were there, so I made some adjustments, saved it & then open the file in Headus. F! It says there are no faces in UV space??? Does Headus not have the ability to open UV Maps? Am I going to have to do all my cuts in one pass then?
__Exactly how do the TMP buttons work? Do they create a file that can be loaded in the event of a crash? i.e. How do I recall the info inside them?
CineGolem 1 year ago
I really appreciate this tutorial (nicely done), but unless I'm unwrapping a cube this is one tool I regret buying. Most of the buttons on the interface are useless: SYMMETRY doesn't work, UPDATE... well it doesn't & the TMP is useless --because when it crashes (& it will), nothing is saved! Maybe I'm just missing the point of the TMP buttons, but what good is are they if they don't actually store anything?
CineGolem 1 year ago
@CineGolem I agree that Headus is Quite a buggy program, but it does get better with each upgrade (well, mostly). The "Temp" buttons are there to hinder losing all your work, and a poor substitute for a stable program, but they are valuable. When you create a temp file, it's kind of like creating a save state on what you were working on. The /tmp file is saved in the folder where you saved your OBJ (usually) and if you double click on it, it should open the last state.
GibbyJoe 1 year ago
@GibbyJoe In my experience, the biggest crashes almost ALWAYS occurred when switching between the 3D view and UV editing view. I try to plow through all of the slicing in one sitting when it's most stable, make a temp file, then close the program to clear out the memory. Reopen Headus using the temp file and, for the most part, it's a bit more stable. Another use is being able to go back using the temp file in case you messed something up in your slicing.
GibbyJoe 1 year ago 2
@GibbyJoe I see, thanks for replying. What is the UPDATE button for? As well, I used the SAVE button several times, but after the crash, there wasn't any UV info on the OBJ when I loaded it... ?? Frustration is speaking louder than reason at this moment so I'm going outside and punch a squirrel or chipmunk for losing several hours of unwrapping ;)
CineGolem 1 year ago
@CineGolem Take that rodent-kind!! I think the Update button is for checking software versions, but I'm not sure. I've mostly switched over to using a Mac for asset development (neater way of working once you get used to it), and the version of Headus runs into the same problems, though, they seem to occur a little less on my Mac version.
Good luck, and remember squirrels will steal your cable and electricity. Like in the Secret of NIMH.
GibbyJoe 1 year ago
@GibbyJoe "I think I see now", said the blind man.... Okay, so the TMP buttons create a *.uvl file that is native to Headus only. Iterative capabilities with the multiple buttons, yada, yada, yada (that write over each other with a click btw)... However, it won't open UV Maps generated in Maya --which is strange, but with this work around it's still usable. --Now to apologize to the local vermin population....
CineGolem 1 year ago
Thnx a lot.
gloglebag 1 year ago
u didnt unwrap the character...
noobdles 1 year ago
thank you, you have just saved me countless hours of tweaking uv's. i just go mental at the thought, especially since ive only been messing around with 3d modeling for a year now, this makes it soooo much easier :D thanks again
fulmetalmage 1 year ago
Excellent tutorial, really got me started, thanks.
hammyzone 1 year ago
Thanks a lot man!! Great Tutorial!!
sswillyss 1 year ago