WEBVTT

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Welcome back and let's finish up this kind of top door of the Ghostbuster trap, so we made our plan,

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our projections, but were these scenes are that we made between the two different kind of faces that

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face different axes.

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The checkerboards don't line up.

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So let's right click and go to edge and select the edge that they share.

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And we can see in the movie, Ed, that there are two lines that are selected as well.

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We could, you know, manipulate those around, but it's going to distort everything.

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But with that selector, we can see that they share these two border edges.

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So this face, if we go right click, go to face we know needs to get flipped around so we can or sorry,

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rotate it around rather.

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So let's go rotate it.

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But we can see it's attached to the bevels.

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See how this gets all distorted.

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That means there's UVs getting left behind.

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So we need to go grab those two.

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So those are these little end pieces.

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So it's like those and.

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Now, I've included those, so now we rotate, won't have that crazy stress test going on, so let's

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move this down towards the border that it shares with this face and we can see that's going to start

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to line up very quickly.

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Let's zoom in here and right.

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Click and go to edge.

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And if I choose Edge here, you can see that these two edges are kind of flashing and they're the same

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edge.

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So what I can do is go to cut and so menu, I'm just going to minimize all this, go to cut and so and

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you can say stitch together.

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So when I click that and you can see it moves immediately, move that edge and merged it with that.

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So far under that you can see, you know, they're not sharing the same space.

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This does everything that you want.

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Boom.

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There we go.

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So now we look at this edge, how it rolls over, and now you can see that these checkerboards line

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up and it's a seamless transition from this face to this face.

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You may also notice that now we no longer have that kind of stronger white line here, which you can

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see here.

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And that denotes where I cut edge is has been made and the UVs so we can identify in the 3D space and

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we can see it in the 2D space as well.

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See these kind of border edges here.

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And that's denoted with this little tool here.

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We can turn that on and off.

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So it might be a little distracting to have in the viewport so you can turn that on and off.

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Cool.

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So now you've made that kind of seamless transition because we know we're probably going to see the

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top a lot more than the bottom.

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So it might make sense to make these kind of seamless transitions on the surface that we're going to

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see the most.

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So let's do that for this side.

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So I'll leave that up to you to do that for the rest of the sides if you want.

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Or you could just leave it like this.

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It's totally fine.

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So let's take a look at another type of projection.

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Someone on isolates like this door.

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And so we've been doing planer projections.

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Let's do a cylindrical projection.

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So we click this, let's zoom out.

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We can see that there's a lot of distortion happening.

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So look at these end caps.

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They're tiny squares, they're squares at least.

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And then we have somewhat distorted checkerboard on the cylinder.

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There are two totally different scales.

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So let's make new IVs for this whole thing.

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With the object selected, I'm going to go to UV cylindrical.

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And with these options, you can see there isn't really any options here.

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We're going to be stuck with whatever we get with the cylindrical slits that apply.

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And let's take a look at the manipulator that has been created.

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Don't press any buttons like W or, you know, rotate button E or anything like that.

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We we do not want to hit shortcuts, otherwise we're going to lose this manipulator so we can see.

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Let me hit be to change the background so we can see this manipulator a little better.

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We can see that it's kind of this unique, kind of a weird shape and it's looks like it's going in the

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wrong direction.

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So how do we address this?

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If we look over here, there's this little red T for transformation.

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I would assume if we click that we can see that now we get a different option of the manipulator here

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so we can turn that on and off with this.

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But how are you rotate it.

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There's this one blue line that goes around and I can't really get to in any axes.

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So if I click the blue line without trying to move it, just click it one time.

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Now we get the axes.

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So what we're trying to do is get this to rotate in the direction that we want it to be.

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So we want it to go in this direction because it's a cylinder.

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And so we want this cylinder shape to match this one.

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So when we're doing this, we can see the UVs update dynamically and.

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We can try to get them as straight as we can, but there's a straightening tool that we can use later

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so, you know, do your best, but it's not that big of a deal if it's not exactly up and down.

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But, you know, if this was way off to the side, you'd be able to tell because it's distorting the

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UVs in a similar way.

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The moves are now kind of diagonally stretched.

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So let's get this vertical and we can see that the end caps are kind of getting squashed, because if

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you think about it, they're getting project is getting projected from, you know, around the cylinder

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manipulator.

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And if you're on the endcap here, you're just getting super stretched because it's like looking down

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at this like this and taking a, you know, movie projector and trying to project a movie on it.

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It's going to look terrible on this end, cap.

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Right.

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And that's why that looks terrible.

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But we're going to resolve that later.

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So the other issue we need to have resolved is the fact that this is only projecting on half of the

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thing.

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We want this cylinder projection to go all the way around the cylinder.

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You can see with these white lines where the border of the movie is, and it's in a place that's not

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super helpful because we might actually see this exactly in the wrong spot, actually.

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So we in general, you do not want to see you've seams if you can help it.

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So let's put this seam on the bottom by using this tool.

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So let's rotate this down.

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And you can see that white line move as we rotate the cylinder projection.

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So now it's on the bottom, which is where we may never see it, hopefully.

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So the other thing we can do is.

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Go back to this tea button and get out of the transformation mode, and now you get these little squares

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over here, see how they pop back here.

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That's what we want to drag this thing down and we get to wrap the whole cylinder around so you can

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see all of these squares start to get undistorted and then we can drag it long ways with the kind of

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green ACSI button up here.

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So now we can stretch the whole thing out.

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So it appears that we're kind of making a distorted image here, so what I'm gonna do is turn off that

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texture, I'm going to turn on the turn that one on and this one on.

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And so what this one shows us is where distortion is happening, right?

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You can see distortion, red and blue.

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Neither of them are good.

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We want to see white.

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So that's what this button right here does.

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It turns it on and off and I turn this one off because I don't because this is this is also showing

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blue and red, but we don't want to see if the shells are overlapped or not.

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Right now, we want to see if they're distorted.

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And that's what this third button does.

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So that selected and kind of visually see, where does this thing turn?

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White is like right in here somewhere.

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And I can double check that with the checker box here.

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If I turn that on, I can see that indeed these are pretty close to being squares.

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It looks like it's still squashed a little bit.

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So let me go back in this direction.

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It looks like in here and click the checker box again.

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And yeah, it looks like these are pretty much checker boxes, but of course the end caps are still

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screwed up, like in a really bad way.

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So let's resolve that.

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So now when we had any manipulator, I'll get rid of this sorry.

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Any manipulator shortcut like W now we lost something really quickly.

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I want to show you that you can actually get the manipulator back for the UVA cylinder projection.

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If we clicked the cylinder projection and we accidentally get off of it somehow and we click that,

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we can see that we don't have that manipulator anymore.

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But what we can do is go over here to the inputs under the channel box here and select the cylinder

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projection here, poly cylinder projection as we click that if we hit on our keyboard, we'll get the

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manipulator back when we have this selected, we can see I'm just sending F in the movie thing to frame

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it up.

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We can see that it's going outside.

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OK, I'm hitting Alby so we can actually see numbers again.

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We can see it's going outside of the zero to one space.

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So let's go to a movie and select all of them.

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And now we can go to a range and layout and just say layout, sort of snap it back down to that zero

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to one space.

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And even then, sometimes it gets a little too close to the border edge.

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And so I actually, with all the you've selected by going here and just clicking and dragging, everything

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actually scaled down.

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Just a touch.

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Now you can see that texture went away because it was no longer going into that kind of quadrant.

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So I'm going to leave up these in caps for you to do just with the planar projection that we learned

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in the last lesson.

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So in this lesson, we learned how to merge you've borders and how to unwrap a cylinder.

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So in the next lesson, let's look at these cylinders.

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Now we know how to unwrap a cylinder, but what a pain in the butt this would be if we had to unwrap

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each one of these things individually.

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So let's learn how to transfer UVs from one object to another in the next lesson to speed up.

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You've creation like something like this.

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Thanks for watching.
