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Taking Blender to the Next Level

You're reading from   Taking Blender to the Next Level Implement advanced workflows such as geometry nodes, simulations, and motion tracking for Blender production pipelines

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Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781803233567
Length 520 pages
Edition 1st Edition
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Author (1):
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Ruan Lotter Ruan Lotter
Author Profile Icon Ruan Lotter
Ruan Lotter
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Table of Contents (19) Chapters Close

Preface 1. Part 1: Modeling, Materials, and Animation Workflows
2. Chapter 1: Using Geometry Nodes to Create Dynamic Scenes FREE CHAPTER 3. Chapter 2: Creating a Motion Graphics Scene Using Geometry Nodes 4. Chapter 3: Organic Modeling P1: Creating a Mushroom 5. Chapter 4: Organic Modeling P2: Creating the Landscape around the Mushroom 6. Chapter 5: PBR Materials: Texturing our Mushroom Scene 7. Chapter 6: 3D Scanning and Photogrammetry: Creating Your Own 3D Scans 8. Chapter 7: Modeling an Alien Cartoon Character 9. Chapter 8: Rigging and Animating Your 3D Cartoon Character 10. Part 2: Let's Do Some Physics
11. Chapter 9: Rigid Body Simulation: Destroying a Statue Using Physics 12. Chapter 10: Dynamic Cloth Simulations 13. Chapter 11: Creating Dynamic Hair Using Particles 14. Part 3: Match Moving and Compositing
15. Chapter 12: Matching Blender's Camera Movement to Live Action Footage 16. Chapter 13: Compositing the Alien Cartoon Character onto the Live Action Footage 17. Chapter 14: The Final Render 18. Other Books You May Enjoy

UV unwrapping our model

In this section, we will be looking at how to UV unwrap our base mesh. A UV Map is the flat representation of the surface of our 3D model. This process of creating a UV Map is called UV unwrapping. Think of this as taking your 3D mesh and unfolding it flat onto a surface; this will allow us to map a 2D image or texture onto our 3D model when adding materials in Chapter 5, PBR Materials: Texturing our Mushroom Scene. Let's do this now.

The UV Editing workspace

The UV Editing workspace has been configured and optimized for UV-related work. Let's see how we can use it:

  1. Click the mesh to select it in the 3D Viewport and click the UV Editing tab at the top of the interface to enter the UV Editing workspace.
  2. The UV Editing workspace will open and you will see your mesh on the right and your UV Map on the left. Let's make sure that we're in Edge Select mode by hovering your mouse over the right 3D Viewport and pressing 2 to enable...
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