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Cordell: Hi everyone and thanks for watching 3dmotive.com.
My name is Cordell Felix and on this video
I'll show you how to use Headus UV Layout.
Headus is a great tool to help unwrap
and model very quickly and get great results.
It can be used to unwrap both organic and hard surface models with ease.
I use Headus to unwrap every model that I make
that needs to be used for baking and texturing.
Headus can save a lot of time compared to unwrapping strength through 3ds max
or Maya or any other modelling program really.
For me Headus helps bring back the artistic side of unwrapping
compared to unwrapping in a modelling program
where can feel to get a little technical sometimes.
I'll be using Headus UV layout version 2 for this video
which has a couple features that allow me to unwrap things orthogonally.
This video seems that you have a basic knowledge of what unwrapping a model is
to be used for baking and texturing.
I'm going to be using this mask to demonstrate how to unwrap quickly.
This model has both hard surface and organic elements
which will help me show how powerful Headus is.
The first thing we need to do is to export our local mesh as an OBJ.
I'm going to export my mesh now as an OBJ.
I'm going to call it mask unwrap me.
This tells me that I need to unwrap this one.
So I'm going to go ahead and export it.
Okay.
Now let's bring it in to Headus.
I have the folder open where the OBJ went.
What I like to do, I like to just drag OBJ right into Headus
and it will load it up for me.
I'm going to go to new and clean.
This just tells me that I'm going to have new UVs.
If I was to do edit,
this is good for models that are already unwrapped and you see the edit.
It's usually good to have the clean box checked,
so I'm just going to do it new and hit load.
I'll make this window bigger just like this tutorial.
Now we have our mesh in here.
The Headus interface is very easy to use and to navigate in.
Left click allows you to rotate the model.
Middle mouse click allows you to drag them all around or move it.
Right click drag allows you to zoom in and out of the model.
How Headus works is by letting us split edges that we want to be separate,
pelt elements and have minimal distortion on the in wraps.
It allows us to fully customize our unwrap with a couple hot keys.
Splitting edges helps you decide how to unwrap will look.
When you are ready to unwrap each element,
you have to drop them into the unwrapping area.
I'm going to drop this just to show you what that is.
This is where you'll be unwrapping things.
I will be pelting mostly everything and I can orthogonally unwrap stuff.
I'll drop this back to here.
Let's start unwrapping this thing now.
I know that I want to unwrap this front phase first
so I'm going to drag that out.
By dragging elements around I'm going to hold down space bar
and then middle mouse, click drag.
That's going to allow me to drag the element around.
You can do that, you can just hold space bar
and just drag things out like that.
I'm going to focus on this phase.
I'm going to click on it once then hit the home key.
That's going to kind of isolate it where I can just rotate around it
on its own axis.
Now I'm going to begin to split the edges.
I wanted to split some edges now,
so if I hover over an edge and press C, it will give me a cut.
The red line is where you decide the cut will start
and the yellow line is trying to complete the loop
as if it was trying to make it easier for me.
So I don't have to select each individual edge, kind of like this.
It's nice that the yellow line kind of completes that.
So pressing C will cut and pressing W will weld if you made a mistake
or if you don't want the loop to go in a certain direction.
Say if I wanted this to kind of go the other way where this yellow goes,
I can turn this and go this way and I can weld up here.
Pressing W will weld and when I'm ready to split I'll press Shift S
and this will split the line in half which will ultimately split the UVs.
I'm going to do this now on this pinches on the edge here,
so I'm just going to do this.
I know that this is going to pinch a lot in the UV
so I'm just going to cut here.
I don't want it to end up here so I'm going to weld this up here
and split Shift S.
There's a pinch here that I want to get rid off.
There you go.
Now I need to drop this into the unwrapping area.
I drop things by pressing D,
then when I press 1 it will show me where it's been dropped.
Pressing Shift D will undrop this back into the area I was just in
if I wanted to make any edits to the splits.
When I drop it press 1 to go to the other area
and then if I undrop it, press 2 to go back to the other area.
I'm going to drop this back into unwrap it.
I know that I want to pelt this out which which Headus is great at.
To pelt I have to press and hold F
and this allows the pelt to keep working.
If I tap F it's just going to move a couple of frames and then stop
and then move a couple of frames and stop.
If I hold it will keep going until I let go.
For some complex measures, it's best to press Shift + F
which will do a boundary pelt.
This basically takes the border of the mesh
and releases it to shrink to a nice pelt.
To release the boundary I press and hold space bar
which it tells me at the top left here and it will let go.
then it will conform to whatever pelt or whatever shape it is.
Then you hold space again to stop and that's final.
There's a few things to point out now, that I have this pelted out.
You could see the blue and the red colors
which indicates stretching and squashing.
The green is safe
and you can get away with the soft red and the soft blue colors.
I can show you what the UVs look like when I press 3
to view a texture template on it.
Let me stress from part of it first before I go to the scene.
I want to stretch this area up here and just make it all wonky,
so I can see what the texture looks like.
When I press 3 it will bring me into a scene where there are meshes unwrapped.
You can see the rest of the meshes white which means its not unwrapped yet.
You can cycle through the texture templates by pressing T
and I can scale them up or down using the plus and minus sign.
This will help show me if there's any weird stretching that's going on
and that needs fixing.
You can see that the area that I stretched out up here
is definitely stretching out a lot of the texts,
it's squashing it there and it's stretching this.
It looks like the blue is squashing and the red is stretching.
If I go back and fix that, I'll just pelt this out by holding F.
And I go back to the scene, you can see that its fixed most of the errors.
I got some blue here still, so if I just pelt it a little bit more.
Go back to 3, and it's pretty good.
You can see that a soft blue is possible.
So by pressing 1 it will bring me to the unwrapping area.
Pressing 2 will get me to the drop area.
Pressing 3 will take me to the unwrapped parts of the mesh to view textures on.
I like this texture template the most
because it shows me the numbers
and it's easier to tell if a number is stretching or squashing.
Whereas these two other textures doesn't really tell me much.
This is nice also if I scale up.
This gives you a good idea of what your unwrap is going to look like.
There's some more sweet tips about messing around with an unwrapped piece.
I was doing some specific stretching on the top part here
and was doing some other stuff without explaining.
I'll show you how to do that now.
There are tons of little things that could be done during this stage.
I'm going to bring in another piece first before I start
and I wanted to bring in one of these rings here, one of these guys.
I wanted it to be split across this entire edge here.
Another thing because you can see here I'm trying to rotate around this
and it's not really letting me because I have those other elements here.
If I click on the element that I want and then hit Home
it's going to kind of zoom in on it and I can rotate around it.
Like on its own axis.
Now that I know that, I'm going to hit Shift S to split
and then I'm going to drop this in by hitting D.
Then you can see it here.
The reason why I brought this ring in
is because I know it's going to be an orthogonal unwrap.
Instead of pelting this out like I would before
or doing this Shift F thing boundary.
I want it to be straight, I can press R
which will do a completely orthogonal unwrap
and if I hold F it's going to pelt it in, kind of take care of it.
You can see it's perfectly straight, it's making this big black bordered lines
which kind of tells me that it's going to hold it in place no matter what.
This bordered lines tells me that it's going to unwrap perfectly
vertical and horizontal.
This is my favorite tool in Headus.
I can really solve this by pressing Control I
and I can bring back individual lines or pressing I
or if I just hover and hold I, drag, I can select multiple at one time.
Pressing Shift I will make a loop and then pressing Control I will make a ring.
This is perfect for heart surface props
that need to have straight UVs to texture on.
Say if I wanted the borders to be straight I could just select the outside edges
so let me get rid of this by pressing Control I.
Let me just select these outside edges by holding Shift I
and then looping everything.
Like that.
If I pelt this out now by holding F, it will constrain the bordered edges
and have the inside edges conform or change.
Rotating, scaling and moving around a UV island
works sort of the same as the drop scene.
If I wanted to rotate this, I would hold down space bar
then left click drag, I can rotate this.
If I want to move it around, I can hold space bar
then middle mouse click move.
I wanted to scale it, I hold space bar and right click up and down.
So that's how that works.
What I like to do mostly for this orthogonal pieces,
you hold down Control and then tap like a directional arrow
like down or right,
you can see that it's going to move exactly how that line is.
If I was to go on the slanted one and then hold Control and press down
it's going to make that line straight or perfectly right.
It depends on what line you're going to do it on.
If I wanted this to be straight, I'll go to this border
and then press Control left or right.
I wanted to note that there's no clicking involved.
All you have to do is just hover over line and then do your hot key.
This is me just hovering, I'm not doing any sort of clicking or any of that.
I'm just hovering over the edge.
Same for when you press I and all that other stuff.
I'll talk back to the face mask to show some of the pelting tricks.
I'm going to straighten this out first by setting this line
and then making it straight, okay.
If I hold out Control then hold right click, I can [move over] to see.
If I hold down Shift then right click, I can softly move an area around.
This is great for massaging some of the blue and red colors out to be green.
Say if I want to have these red areas be more green I can massage this out
kind of stretch it out a bit, kind of like that.
I'll take more time definitely.
If I press on hold O, I can do an area relax which is very useful.
I use this a lot, so areas like this where it's squashing
I can press and hold O and it will form those down.
Instead of holding F to pelt everything out, I can just do one area like this.
Let's unwrap one of the horns now.
This gives a great example of how sometimes
something just doesn't want to pelt out right.
We have to force it to pelt out, so let's press 2 then go to one of the horns.
I'm just going to pick this horn right here, this back one.
Just going to hit Home and I'm going to split the back area
because I know that's where I want the UVs to split.
Well, want to go all the way up, so I'll just stop it there
and hit Shift S to split and then let's drop it.
There it is.
If I wanted to pelt this out, I know it's going to pelt out a little bit weird,
like that.
I think that even if I hold to the boundary pelt,
it's still going to do some funky stuff.
This happens sometimes, so I found to do is just to force it to be straight.
This is nice because it gives me a little bit of control of my unwrap.
It doesn't make it feel so technical at this,
makes it feel a bit more artistic.
To force this to be right, I have to hold Shift
then hold right click to kind of pull this out.
Pulling that out means that when I pelt it out
it's going to make it straight.
It's literally forcing those parts out then when I pelt it,
it's going to squish them back.
I can do this any way I want.
I could try to make this curve, this way.
Like that and then pelt it and it will start to be a shape that I want it to be.
This works for other things as well.
Like say for this thing, I want it to be like a U shape,
I can just pull this down and then pelt it and then it will do that.
I'm going to continue unwrapping some more parts real quick
and finish the video up.
Let's just unwrap a couple more horns, so it's this back one.
I do this sometimes too because when I do the orthogonal
I will then release all the boundaries that will hold F to pelt it.
It will give me that natural shape and I kind of want that natural shape
for when I do baking the normals.
Because if I do this completely straight,
I will get a lot of wavy lines in the normal.
I will release that and then pelt it out.
I'll wrap some more parts.
I know that this big ring is going to be kind of a problem
so I'm just going to make it completely straight when I unwrap it.
Let's unwrap, drop each part.
This will be kind of a big pain to do the release boundary
or you're going to [unintelligible] to do this.
It's just going to be a pain.
It's easier to just press R once and make orthogonal
and then release the boundaries and then pelt it.
That way it's nice and straight.
For this one, instead of pelting just press R and done.
I'm releasing the boundaries so that it kind of keeps its natural shape.
And it's still very straight.
If I wanted to, I could move around this thing.
I could shape it however I want.
Like that and then there you go, kind of messes the shape.
Mostly is on the parts they're pretty symmetrical,
they're kind of the same thing so I'm not going to unwrap all of them
because most of them are going to be showing the same UVs, stuff like that.
Now I'll show you how to do a very quick auto pack
which is very nice, it's very useful.
I use this sometimes for [ANS] that needs to be done very quickly
or I'll even do it just furrow quick and then I'll repack it in Max.
I'm going to move this one off to the side now
because I need this one out here to do the auto pack.
I'm going to go into the unwrap area to where all my other things are unwrapped.
I just want to do a very quick auto pack,
I'm going to go to pack and then I'm going to go to best
and then I'm going to allow it to rotate to whatever I want.
The bleed is I'm going to change that too to about 2.
Shrink boxes to fit, that's fine.
Then just hit pack all and then it will do it's little thing,
it will pack everything.
It's going to tell you how many seconds it's been
since its last improvement here at the bottom left.
You can hold space bar to stop whenever you want.
You can see that, it did it's best job to pack everything.
For some assets that I'm doing very quickly that I need to finish the same day,
I will do this and then I will bring it back into Max
then I'll repack it on my own.
Or if it's very quick, I'll just leave it how it is
and I'll texture it how it is.
A couple last little thing is I forgot to mention
that I didn't really like the pinch, the split
so you can actually still weld vertices in here just by hitting W
then I can re-pelt those areas back out.
If I hold O, I can shrink those back in.
So you can still make the edits in the unwrap if you wanted to,
I can even go in here and cut, and hit Shift S
or actually you cut then you hit Enter to split.
Those are a couple of things that you can also know.
It's very customizable, it's very editable
and also if you want it to re-drop something,
I've had times where I hit Shift D in an open area
and that you can't really do anything after that
because it's telling you this little area at the bottom left.
If you hit Enter to abort, it's going to allow you to move everything again.
If you ever do anything in an open area by accident,
it's going to give you an error.
You can also set how long you want the unwrap to go for,
so if I can set it for 5 minutes then hit pack all
and then I could walk away and then come back and then the unwrap will be done.
When you're ready you can just go ahead and hit save and then click save.
And it is done.
So I hit dismiss then Exit and you're good to go.
Now that wraps it up for this [unintelligible].
This is the final result of how the mask turned out.
It was unwrapped fully in Headus then finished in Photoshop
and then rendered afterwards.
My name is Cordell Felix
and thanks again for watching 3dmotive.com.