WEBVTT

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So you basically have all the knowledge you need now to UVA and wrap this entire thing, if you don't

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want to do that, you can jump ahead to the next lessons and seen files that have this whole thing,

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UVA and wrapped for you, which I'm going to do.

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So you'll have that to fall along in the shading texturing of courses.

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But I encourage you to unwrap this whole thing.

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When I was in film school, we were forced to unwrap objects so that it got drilled into us how to how

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to do it and how to be very efficient and understand the tools really well.

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Because like I said at the beginning of these few lessons, this is something that you can't skip.

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Like every object has to have UVs.

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And that's just, you know, this isn't the most glamorous thing to do, but you have to do it.

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Otherwise, you're not going to have texture's on your objects.

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So it's kind of crucial.

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But so in this last lesson, I just wanted to cover very quickly kind of odd angles, because the only

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thing that would maybe prevent you from wrapping this thing at this point is just these kind of odd

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angles, because the cylinder and the planer projection may not work because the planer projection has

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limited axes.

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But let me show you a little way around that.

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So let's select all the faces that are kind of facing the same direction.

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So I'm just going to click drag select all of these and then I'm going to go down here and I'm going

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to hold down control and click drag and deselect everything that I had selected through the object.

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So now have all of those faces I may want to grab, like this top kind of Bevell edge around and hopefully.

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Yeah, double clicking on the next one all the way around maybe.

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I don't think I won't include that next one.

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Yeah, I'm not going include that.

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So what we can do now is go to you've planer and now we can use the best plane option.

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So now you can see all the axes got great out.

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And if we hit apply and we cross our fingers just right, you'll see that it did in fact kind of choose

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the best plane for this thing.

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And now it's doing it at the right angle.

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So the only thing we would have to clean up about this is the fact that all of these edges here or sorry,

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faces that go all the way around are facing the wrong way.

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So we need to do that again for these the ones on either ends and we can hit apply and it'll maybe not

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work.

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But what we have at our disposal is this T button here and the blue ring, again, a little quirky thing,

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but now we can rotate the plane to be exactly where we want it to be and had all be so we can actually

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see the plane and we can rotate it around.

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We can hit plus and minus to increase the manipulator size.

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And yeah, that's that's what we got.

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So, yeah, I'm not too particular about UVs that you're not going to see that much.

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It, you know, if you were going to have like a close up shot of this object because you know, it

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is a hero object, I, I maybe get super specific.

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But this stuff, I also don't work.

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I mean, sometimes I don't even worry about these things.

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You know, it all depends on what you're using this object for, how close it is, the camera and all

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that kind of a thing.

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But basically, you know, some people don't even worry about that stuff.

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They just like go to the select an object.

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You know, they can be pretty lazy about it.

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Go to youve hit automatic and just say whatever.

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Skydives now.

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And it does, you know, for you, if you're going to use a kind of texture software or you're just

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going to paint over this thing, you know, some would argue it doesn't really matter because you're

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not doing that stuff.

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But basically, if you're ever going to use procedural textures, which means like noise or fractals

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or something like that, it's going to look super stretched out and weird and these obvious places where

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there's not checker squares.

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So, you know, try not to get too lazy about it.

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Sometimes people just avoid, like, these little nooks and crannies and don't get very specific about

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the moves.

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And I think that's kind of OK.

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But don't let that go too far and just totally ignore getting some type of UVs organized.

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So anyway, but for this piece, I would just kind of keep going through selecting faces and projecting

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planer UVs onto them and maybe even like sewing up some seams.

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But yeah, that that's basically it for UVs.

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For the Ghostbuster trap, we're going to learn a totally new tool for unwrapping.

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I think it's a little more useful for oddly shaped objects, organically shaped objects, which is convenient

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for our school character, our Mr. Bones character.

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So in the next lesson, we will open him up and I will show you how to.

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You've unwrapped that, but from here on out, you know, the rest of this is up to you, you know,

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everything you need to know to be able to unwrap this entire object.

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And so I will see you in the next lesson where we will discuss a completely new Yoovidhya unwrapping

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tool and unwrap the little Bones character.

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Thanks for watching.
