WEBVTT

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Welcome to the first lesson where we are going to be learning about UVs and learning how to create them

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for ourselves, and I'm just going to reiterate again that UVs are incredibly important.

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You cannot skip this step in any program, in any application of 3D because every model needs UVs to

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describe where and space the texture is going to be.

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So we're going to work in the Ghostbuster trap, no UVs scene files.

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So you should have this downloaded and you can open up and follow along.

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Or if you followed part one of the series of 3D modeling, you should have your own modeled as well.

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So we are modeling this.

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We did not take into account UVs.

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We were just kind of, you know, scaling stuff up and down and moving vertices.

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And we did whatever we wanted and that was fine.

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We got the model done.

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But now what we have to contend with is the fact that we distorted the UVs of all these things.

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So let's take a look at what I mean.

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Let's let's create a new square.

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It's going to drag this up.

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I'm going to open up the movie editing tools.

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So I'm going to go to the workspace and I'm going to scroll down to movie editing.

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The other thing we need to do is go to Windows settings and preferences, plug in manager and make sure

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that we have turned on the unfold 3D bundle and check it loaded.

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And you can also check auto load if you want it to load every time you open fire.

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And so now we have those loaded.

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We can use some of the tools and the movie tool kit here.

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But so what we're looking at is the actual UV space here in this window.

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This is two dimensions.

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You along the bottom and vias along the top or vertically v four vertical.

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And let me hit Albe and just change the color here so we can see the numbers a little bit better.

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But you can see that it's basically in a zero to one space.

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All of these moves are in zero to one.

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So we have this square selected and can see this kind of represents a folded out version of it into

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a flat plane.

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Now, let's select a 3D object like this door, a rectangle that is a much different 3D object shape.

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So we click that it looks pretty much the same.

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So what does that mean?

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Well, let's turn on this little checker box icon here and we can see what a texture would look like.

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And we kind of preview what the moves are, how they're represented on 3D object.

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And for this kind of default square, we can see that it's pretty correct.

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You know, the checkerboard squares are square all along each face.

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And if we select the door here, we can see they're super stretched out and they are really distorted.

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So if we were to apply the same texture to both of the of these things, let's just say, you know,

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we wanted to look like concrete or something.

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The concrete texture would be super stretched out in the street here.

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OK, so and let me just re-emphasize, this is not the most glamorous part of learning 3D.

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And but again, you're just going to have to learn it because there's no way around this stuff.

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And this is just the nature of 3-D.

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All the models that you create will have to have UVs, even models that you buy.

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Off-line may not have UVs with them and you might have to create them yourself.

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So this is this is a very, very, very important skill to comprehend because there's no skipping this.

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Everyone has to understand this and learn it if you're going to learn 3-D.

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Let's take a look at how we resolve the issue that this rectangle has the same UVs as a square and we

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want this texture to look the same as the square.

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We want squares wherever we go so that we know that any texture that we apply to this object here is

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not going to be distorted like this.

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OK, so let's delete this and isolate select by clicking this little button up here, the one of these

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door panels, and we'll kind of focus in on it.

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Let's go to the face mode and select the top faces.

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And I'm going to include the Bevell on this.

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And we can actually turn off this texture to make it a little visually easier.

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Just like these things.

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I'm holding down shift and selecting and rotating around, and I just dislike that.

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And the one trick to this that we can use to our advantage is the fact that these door panels are facing

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in the same axis, which is the y axis.

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It's up and down.

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So we just want to make sure we get these corners as well.

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So what I'm doing is selecting where we want to create new UVs and.

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Just in general, when you're creating new UVs, it's very flexible.

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You don't have to select the whole object by itself and try to make all moves.

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At the same time, you can select individual faces and project new UVs just for those faces.

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So let's go to the movie menu and we can scroll down to Planer and let's click click this option box

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here.

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So let's try this over and see what our options are, we have a projection to plane or bounding box,

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bounding boxes, what we want and we want to project from the y axis, because that's up and down that

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the vertical axis.

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And we want to make sure that keep image width and ratio as on, because if we don't have this on,

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I'll show you what happens.

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I'll hit appli.

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And it takes this really long rectangle and it tries to make it into a square.

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It tries to maximize the surface area of the texture, which may be useful if you're painting on this

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thing in my eye, which we'll do later.

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And you want to make sure that, you know, if this is an image, this square image is one hundred pixels

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by one hundred pixels.

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You don't want it to be tiny little square in the corner because then that really means that this entire

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texture would actually only be taking up like, you know, 10 pixels by 10 pixels in this entire image.

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So it could be useful to try to maximize the space to make sure that the UVs are taking full advantage

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of the dimensions of a texture.

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You can see that it's distorting the UVs still and this is not what we want.

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So if we turn on keep image with in height ratio, that will respect the shape of the 3-D object.

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So when we hit appli, it's going to make sure that we get the squares that we expect.

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And because we chose these beveled edges, these these squares bleed over that edge.

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You can see where it stops here because we didn't include this.

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These are facing another in another axis.

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So we need to select those and do those separately.

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The one little catch here is the fact that we did the top and bottom faces together.

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So if we look over here in the movie menu and we turn on this little blue button here, this little

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middle button excuse me, that we can see that we have blue down here and this is kind of like a purple.

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So that tells us something is up.

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So if we're right, click and hover, we can choose UV or UV shell.

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Let's choose UV shell.

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That means the whole thing.

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And let's click the top one.

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And you can see up here that we're clicking which one we're clicking.

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Let's take a look.

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We're clicking the top one here, so let's click that and now we hit w we can translate that up.

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So now we can see that we have blue here instead of it being purple earlier.

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You know, this part, as we can see, these are overlapping.

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So these colors just denote to us that these moves are overlapping.

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And if we wanted each face to have a unique texture, we wouldn't want this to overlap.

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Right.

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So we need to make sure they're there in their own space.

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And that's actually called laying out UVs.

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And there's tools to help us do that.

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So let's select everything we can go down to arrange and layout and just click layout.

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So now I'll lay everything out accordingly and not have them overlap.

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The only problem we have now is this thing is red.

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What does that mean?

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That means that these UVs, this face, because we projected them together, was actually projected,

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you know, through this 3D object to the back side of those faces down here.

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So these are flipped and that's what red means.

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And we can get that with this little tool.

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We can turn this on and off.

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So now we know this is ready to flip this around so we can do that with the transform tools over here

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and we can scroll down.

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And instead of rotating, we want to rotate it.

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We want to flip it.

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So let's flip this thing over.

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And now it's blue.

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So now we can see everything's blue.

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They're all facing the right direction.

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But we still need to resolve these edge pieces.

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So let's select them.

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And I'm still in movie mode.

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So let me right click and I can go to a movie.

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And if I hover over it, it'll give me the two options.

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I'm going to go movie or TV show right now if I have her back, we just want to give faces because we

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want to select these things individually.

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So I'm going to include the bevels on this axis and.

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We're going to shift select all the faces that are kind of facing the same direction and let's see what

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direction that is, I go up and I can see my manipulators pointing the blue means the Z axis, and also

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look down here in the bottom left.

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This means the Z axis.

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So when we open back up this planer projection tool, go down here, click there, we can choose Z axis

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and we have image with ratio height on and hit apply.

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And if we go back to the text option here, the check the checker box, we can see that in fact, the

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these are the correct size and dimensions of checker box for what we're after.

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So we did a good job.

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But again, because we did these together, it will need to flip this side over.

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So if I click and go to a movie, you've shall I hand select this side and I can go down and click a

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flip.

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And all we need to worry about is the fact that they're right on top of each other again.

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So I can select all of these again, go down to layout, click layout, and now they've sorted it appropriately.

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So when I click off, I can see everything's blue and nothing is overlapping.

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So we just need to finish up with grabbing these two faces and let's choose the X axis, because that's

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the the way they're facing it head apply.

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And now we have another issue that we can talk about.

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So look at how small these checker's these checkerboards are here.

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Look how big these are.

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So they're not the same Texel density.

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OK, so if we apply the same texture to both of these, one would look bigger on one face and smaller

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on other.

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And we want to have the same Texel density across the movie.

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And you can see there's it says it right here, Texel density.

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That means pixels per unit.

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So we need to address that.

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The first let's deal with the fact that these are overlapping and one of them needs to be flipped.

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So if I select off of this, it looks like this one's red.

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Let's actually just move it up and see if that's, in fact, the one that's red.

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It is.

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Go down here, flip it.

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And now it's blue.

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Let's select everything and click layout again.

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And now it's all nicely organized.

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So let's select let's say we want this type of Texel density.

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So let's click this and we'll choose get and you can say, see that these numbers change over here and

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we can also choose a map size for it.

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But we're just going to focus on this for now.

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So we've gotten the Texel density of this.

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So if we choose this and set it, it's going to change to that exact same Texel density so that we know

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textures are going to be look the same scale wise so we can click this one and it's set as well.

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So let's just double check that.

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These are also set to that Texel density.

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They were pretty close, but not exact.

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So it's one way to just get everything to be totally exact and same across the same object.

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So that's pretty cool.

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So in the next lesson, I'm going to discuss how to merge UVs back together because now they're on in

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different pieces.

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And let's say we want to wrap a texture around this edge.

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We can see that the checkerboards are no longer lining up.

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So let's resolve that in the next lesson and learn another form of projection.

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Thanks for watching.
