WEBVTT

00:00.180 --> 00:06.300
Welcome back, and before I leave you to do the rest of this on your own, I just want to cover one

00:06.300 --> 00:11.310
more object and the three cut to a little bit just so you get a little more comfortable with it and

00:11.310 --> 00:15.450
continue to think about how we're going to be moving, wrapping everything.

00:15.780 --> 00:21.720
When I approach an object or a character like this, I mean, we can see that there's a lot of symmetry

00:21.720 --> 00:21.930
here.

00:21.930 --> 00:26.520
So we only really need to do one half of the body and then we can do the transfer attributes like we

00:26.520 --> 00:27.740
learned in a previous lesson.

00:28.080 --> 00:30.300
So let's take that into consideration.

00:30.300 --> 00:34.710
When we're you know, it's easy to get overwhelmed looking at this, but in reality, we just do one

00:34.710 --> 00:36.900
half of this thing and we're going to be set.

00:36.900 --> 00:38.430
We just need to transfer the attributes.

00:38.760 --> 00:41.520
So let's do one more object here just so we get comfortable with it.

00:41.910 --> 00:46.560
And when I'm looking at this arm, I'm thinking we're going to put the seams on and put them on the

00:46.560 --> 00:50.850
bottom, probably because we're going to see, you know, maybe his arm pit the least and we're going

00:50.850 --> 00:55.620
to see the front and this side a lot more even maybe put it in the back and all depends.

00:55.620 --> 01:00.000
But, you know, in general, I try to you try to hide stuff in the armpits and the back of the head

01:00.000 --> 01:02.070
and things where people might not see as much.

01:02.790 --> 01:06.870
The other thing I want to show you right before we start that is the optimised tool.

01:07.170 --> 01:14.640
And just to think of it like the relaxed tool and the sculpting tool set when we learn that in the modeling.

01:14.910 --> 01:21.660
But instead of for the geometry, the optimized tool is for relaxing the UVs.

01:21.990 --> 01:30.060
So if we select all leaves, click drag and select the head UVs and click optimize, we can see how

01:30.060 --> 01:32.730
everything starts to kind of relax a little bit.

01:33.060 --> 01:37.610
And the idea is that it's going to hopefully reduce the distortion on the UVs.

01:37.620 --> 01:39.330
So that's one other little tool.

01:39.330 --> 01:45.510
And basically ever, only ever using, you know, cut, stitch together, optimize, unfold.

01:45.840 --> 01:52.200
And then, of course, like we learned in the hard modeling, I'm going in and doing the kind of get

01:52.200 --> 01:54.270
and set for the textile density.

01:54.270 --> 02:01.590
So objects are kind of relatively similar because if we apply one fractal to everything, those kind

02:01.590 --> 02:06.180
of fractal bumps or, you know, checkered bumps or whatever kind of texture, noise, texture you're

02:06.180 --> 02:09.210
doing, they're going to look at different scales.

02:09.210 --> 02:14.370
And if you want to, you know, create one texture, one shader and apply it to a lot of things, we

02:14.420 --> 02:16.110
got to make sure that has the same textile density.

02:16.120 --> 02:18.990
So those are basically the main things I use.

02:19.530 --> 02:26.580
And with that said, let's follow through on one more piece and then I'll leave you to do the rest yourself.

02:27.000 --> 02:30.000
So it's like this again, and we don't want to deal with these seams.

02:30.000 --> 02:30.630
I'm going to go.

02:31.360 --> 02:32.010
You've.

02:33.080 --> 02:39.320
Camera based, now I can make my own seems and I'm going to use the 3D cutting so tool here and I'm

02:39.320 --> 02:45.230
going to go to Component Edge and I'm going to make these on the bottom of the bone here.

02:45.740 --> 02:47.810
And I'm just going to click.

02:48.800 --> 02:56.300
That's in double click it and then I'm going to control click along here to dislike that.

02:57.280 --> 03:07.930
And instead of doing the entire incap here, I want to go around the object, so I'm going to r the

03:07.930 --> 03:09.330
end cap here.

03:09.580 --> 03:10.870
So when I click Drag.

03:11.750 --> 03:12.940
A little bit here.

03:14.970 --> 03:18.150
And control, click that.

03:19.280 --> 03:24.800
Piece and click and drag up here.

03:33.210 --> 03:37.950
I mean, kind of see that the check box change when it takes into account the selection and the cut

03:37.950 --> 03:43.770
in the same object, which is one of the benefits of this tool, instead of having to go back and forth

03:44.220 --> 03:48.000
with the movie editor, it will make the selection, cut it at the same time.

03:48.930 --> 03:51.290
The disadvantages, it can be a little finicky.

03:51.600 --> 03:59.610
So depending on, you know, your level of patience with this tool and what you're more comfortable

03:59.610 --> 04:04.590
with, you could use this tool or you can make the selections and then make the cuts yourself using

04:04.590 --> 04:08.100
the tools and the the editor window like we did previously.

04:08.440 --> 04:15.180
I'm just clicking and dragging actually want to want to go down one more level here so we get all of

04:15.180 --> 04:21.560
that shift clicking and then I'm just going to control click the top here.

04:21.610 --> 04:21.960
What's.

04:27.190 --> 04:27.600
Cool.

04:30.680 --> 04:35.600
So now that we have that done, one cool thing we can do is with this tool still selecta, we can see

04:35.600 --> 04:38.720
we still have the three cuttone so tool we can right.

04:38.720 --> 04:39.980
Click on this, go to component.

04:39.980 --> 04:43.690
Instead of going to EDG like we have, we can go to you by Shell like this.

04:43.700 --> 04:48.170
And then if we hit D with our mouse over here, it should unwrap it.

04:48.470 --> 04:53.540
And so that's a really nice shortcut of this tool specifically.

04:54.180 --> 04:54.710
It won't.

04:54.740 --> 04:57.300
That shortcut won't work unless you have this tool selected.

04:57.680 --> 05:03.530
So if you're not sure where to put the seams and stuff, it's kind of nice to stay in one tool hit D

05:03.530 --> 05:05.990
and then maybe go back to component mode and go on edge.

05:05.990 --> 05:06.620
Keep cutting.

05:07.100 --> 05:09.680
Dig again is going to re unfold everything again.

05:10.010 --> 05:17.060
So it's kind of a good tool to experiment with and see where the best unfolding is going to take place.

05:17.450 --> 05:22.040
So you can kind of see the distortion that had been kind of referring to, especially when something

05:22.040 --> 05:25.850
is smooth like this object is when we were modeling, we had three.

05:26.600 --> 05:30.800
When you smooth something, it tends to distort DVS worse.

05:31.310 --> 05:39.410
So this is very, very important part to understand because it's something that many people run into

05:39.410 --> 05:41.120
and never really fix or understand.

05:41.480 --> 05:43.130
We can actually fix this.

05:43.280 --> 05:51.650
So instead of all these all this stretching here at the edge, we can fix this by going into for this

05:51.650 --> 05:52.730
piece of geometry.

05:53.090 --> 06:00.230
We can go into its attribute editor here by clicking up here and going down to the smooth mesh option.

06:00.560 --> 06:04.190
So it's the shape node of this piece of geometry.

06:04.310 --> 06:14.000
If we click smooth mesh and we go down to the open subedi controls, we can see that currently we have

06:14.000 --> 06:16.610
vertex boundary, we have UV boundary.

06:16.610 --> 06:23.270
And what typically happens is the any kind of, you know, smoothing that's done, if we hit three or

06:23.270 --> 06:27.770
one, it's going to do the same thing on the UVs as it's doing on the vertices.

06:27.770 --> 06:28.880
And we want to separate that.

06:28.880 --> 06:33.860
We want the smoothing to happen on the vertices and not the UVs.

06:34.190 --> 06:40.760
So to do that, we need to go to the movie Boundary Smoothing and we need to click on preserve edges

06:40.760 --> 06:42.830
and corners and watch what happens.

06:43.340 --> 06:51.680
BOEM fixes that stretching issue and it's kind of amazing and also bizarre at the same time that this

06:51.710 --> 06:52.790
is not an issue.

06:52.970 --> 06:58.700
So you may need to fix this later on when you're doing some rendering and lighting and you can see there

06:58.700 --> 07:00.230
stretching on seams.

07:01.160 --> 07:07.190
But you may just hold off on this until that time and not get too in the weeds on fixing that, because

07:07.460 --> 07:08.600
this may never be an issue.

07:08.600 --> 07:10.310
You may never see those seams anyways.

07:10.670 --> 07:12.140
So I'm just going to leave that on for now.

07:12.140 --> 07:13.760
But know that that does exist.

07:13.760 --> 07:16.280
If you ever run that issue, that's what's happening.

07:17.090 --> 07:17.420
Cool.

07:17.420 --> 07:21.290
So now all you need to do is transfer the UVs over to the other side.

07:21.560 --> 07:25.940
So I'm going to shift click it and you can see how terrible they are and how much time we're going to

07:25.940 --> 07:26.930
save here.

07:26.930 --> 07:34.460
And one second by going to the edit, going to the mesh transfer attributes, let's just click on this,

07:34.460 --> 07:39.620
make sure we have the right options when I go reset settings and we can see that we need to go to the

07:39.620 --> 07:43.670
component mode again and we need to do nothing else.

07:43.670 --> 07:44.180
That's it.

07:44.180 --> 07:44.840
And apply.

07:45.140 --> 07:50.090
And it transfers the IVs and we are much happier.

07:50.090 --> 07:51.680
And we just saved about five minutes.

07:51.680 --> 07:58.940
And over this whole model, we could save easily an hour or much, much more if we don't have to, you

07:58.940 --> 08:00.290
know, unwrap both sides.

08:00.320 --> 08:06.380
So in this lesson, you have learned kind of the last a little bit of everything you need to know about

08:06.380 --> 08:07.580
movie editing, I think.

08:07.910 --> 08:14.240
And you can now unwrap this whole thing yourself or you can skip it, which I also do not recommend.

08:14.240 --> 08:16.550
This is all about kind of going through the motions.

08:16.550 --> 08:19.130
Otherwise you're not going to learn or remember this stuff.

08:19.310 --> 08:21.920
And I hope you enjoyed this lesson and I will see in the next one.

08:22.040 --> 08:22.430
All right.

08:22.430 --> 08:22.910
Thanks a lot.

08:23.060 --> 08:23.360
Bye.
