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Before we start to apply any textures to our object, we of course need to do some UV mapping
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so our 3d object is properly mapped into 2d texture space and
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right now we can just switch to the UV editing workspace and
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They'll basically enter the edit mode of whatever object you had selected
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So now I will just tab out of this feather and select the body object. We'll start with that
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So if we tab in and look at the texture space here, you can see there's no
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UV mapping basically all of the geometry is mapped to one large square
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so, of course, we'll need to change that and
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You might already know that one of the easiest way how to UV map something is to use the smart UV project that blender can
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Provide for you. So if you press U and smart UV project, let me just confirm this for a second
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You don't need to repeat this
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we will see that blender has unwrapped all of this and
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Created these islands of geometry for us. This might not work properly
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here when we need to paint over the body and
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Some like tattoos over hands or something because these islands might be disconnected on
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Places you don't want them to be disconnected and this might create some issues and visible seams for you and stuff like that
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So when you want to UV map a body like this
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Sometimes you're better off by doing this manually and that's what we are going to do right now
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so let me just hit slash on an armpit to isolate this in the local view and
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We don't need to undo this kind of thing because anytime you do a new UV unwrap
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You replace the UV information on that vertex and it just changes here
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So don't worry about this right now and we'll do the unwrapping with this low poly geometry
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Even though later we will need to apply the one level of subdivision to the model so we can rig it
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The UV coordinates will transfer to that higher poly object. No problem
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So actually it's a little bit easier to do the unwrap right now when we still have our low poly cage here
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We can start right away by switching to the edge select if you don't have it active already and just alt clicking
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The loop right here
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where the shoulder ends and then pressing U and
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Picking mark seam you can do this from the
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Edge menu as well. So if you press ctrl E you have the mark seam option for the edge menu
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but in my opinion, it's faster to just press U and
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Clicking the mark seam from the menu here. So you will see right away that there's a red line
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all over this edge and
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it marks the place where
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The UV coordinates will be cut into islands
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So right now we can just I'll click the loop here. Press U and mark seam
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Now this still isn't enough because even though we have separated the arm from the hand and from the shoulder
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To successfully unwrap it. We need to do one additional cut along the length of the arm
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So it can be unwrapped like paper and most of the time you need to do this on places
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That you think might not be visible that often
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So for example here
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We might want to pick this edge right here since it's at the bottom of the arm since probably it won't be visible
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Too often so let's just click here and then ctrl click here
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To select this edge then U and mark seam
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Now if we select everything and press U to unwrap you will see a bunch of cluttered stuff
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Unwrapped here, but if you now select only the arm, you can see how this is
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Correctly spread into the UV to the space and that's what we want to do for the rest of the model
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So we can just continue by adding some more seams
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And now I will go back to the edge select and select this loop right here. Let me check if this goes
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All the way and I don't think so because right here we have triangles
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So the blender doesn't know the loop continues there so we will additionally so we can help ourselves first of all by
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Deactivating the subdivision modifier. So we better see the model and toggling the x-ray and
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We want to shift click this edge under the armpit
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So we connect the whole loop and now we'll press U and mark seam and again
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Don't forget we need to do a cut right here as well. And since we marked already
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this edge here
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We can continue right there. So U and mark seam
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We can now move to the hand right here. Let me toggle the x-ray and
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And right now I will try to isolate the top part of the hand here
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So I will click this one here and then ctrl click here
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so don't forget we want to include these triangle faces right there as well and now ctrl click here and
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Continue along these lines and now we can do a cut there and close up here
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So I will now press U and mark seam. So this whole part will be separated and unwrapped
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And now we can do the same at the bottom so as you can see
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Our last seam was here so we can continue by separating
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there and continue along these lines, don't forget to include these triangle faces here as well and
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continuing all the way up here and
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And here so shift click this edge as well and then press U and mark seam
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Okay, and don't forget we need to do one more here as well so the arm is
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separated completely so
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press U mark seam and
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Right here
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This might look a little bit tricky
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But if you switch to the face select with 3 and then hover over some of these faces and press L it will
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Select the linked faces only within the bounds of the seams. So this way you can easily
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check whether
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Your seams work or not
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so let me deselect all and now we want to select this part right here and
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And
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There's a very easy way how you can unwrap this whole part
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If we go back to the edge select and start selecting with this edge
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then
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By holding shift at this one here and going from this side all the way up here
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Where the seams end we can press U and mark seam
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So this way if you would imagine
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Unwrapping this like paper you would first bend this one here
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Then it bends all around the thumb
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Stretches all over the palm so we can now try
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To unwrap this whether we are right or not
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so I will hover here press L to select this whole part for unwrapping and press U and
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Unwrap don't worry about the size right now
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But we can clearly see that the whole thumb with the palm was unwrapped correctly
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And if you want to better see if this will work or not
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We can open the side panel here in the UV editor
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Click the view tab and under the overlays. It's a little bit hidden here
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there's an option called stretching so we can enable the checkbox here for the stretching and
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you will see a
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Gradient from blue all the way to the red if there was some really strong stretch
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And that's what UV mapping basically is all about
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That's why we are creating these cuts because if some surface has too steep angles without proper cuts
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That's where the stretching of the texture would occur
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So we want to eliminate that and you can see sometimes there are these
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Slight stretches there, but right now here. This is nothing to worry about
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So we can continue with the fingers, and we will use a similar method to unwrap the fingers as with the thumb
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So let me rotate this and we'll start right here
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let me switch to the edge select by pressing 2 and we'll start right here and
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Continue over these loops and then include
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these edges as well and
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By holding shift we can add
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Those others as well
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Okay, so this will be edges. We need to mark a seam so press U mark seam
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And
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Now if we
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Hover over those and select them with L as linked and let me select this all over here
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So we can unwrap this whole part and check it out. So press U and
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unwrap
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You can see this looks much better than before than the smart UV project
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These are much larger islands
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And if you would for example need to do a tattoo over the arm or something you already know that
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This UV island right here is for the arm
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now let me do the rest of the body and
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I already know that this here would need to be marked as a seam
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Since there's quite a steep angle going on when the body changes into neck
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So let me just mark these
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three edges here
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Mark as a seam and then I want to unwrap this part as a whole
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for the body since I want to paint over that and
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This will be visible all the time on the render
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But even if you do another shots and rotate the model and something like that
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There's smaller possibility that this side as well would be visible
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So if there's a seam here, it wouldn't probably matter that much. So let's do one right there. So press U and mark seam
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Right here. We can see we kind of separated this part all
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Over up until here and now we need to continue down
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So I will select this edge right here and continue all the way where the leg starts
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so hold ctrl and click here and
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Press U and mark seam. So now we are getting somewhere and we need to
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Close this up somehow and the best way would be of course to do a cut around the leg
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So let's alt click here. You will see we didn't get too far
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it only selected two edges because there is a triangle here and
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And there's a pole here as well. Pole is a vertex which has more than
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Four edges coming to them. These are five so
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Blender obviously don't know where the loop continues
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So we'll have to do this manually by holding shift and clicking these edges right here
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And up until here so we are basically separating the leg
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Press U mark seam and now we'll need to separate this again
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I would choose something in the back. So let's select this edge
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That's part of the crotch and press U mark seam
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So this way we basically created two islands for the body
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if we go to the face select by pressing 3 and hovering over here and pressing L, this is the one part and
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Here is the second part
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And now to finish this up
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we'll just need to unwrap the legs as well and
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There is a little bit of a complication right here where we extruded the boots
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So we'll need to account for that. But first
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Let me just continue right from here. So select this edge continue all the way down here. So ctrl click here
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Press U and mark seam. So no matter how many cuts how many seams we are gonna mark over here
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We'll need this one as well, and we obviously need to separate this part as well
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so press U and mark seam at the bottom there and
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Now we'll probably just need to separate this ring here. So
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Alt click here U mark seam and the inner one
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right there
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U and mark seam
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so
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This should be pretty much it
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Our whole body is now marked for seams
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So we can just select all right now and you can see the mess of a UVs that we made
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But now if I press U and unwrap
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It will take all of the seams into account and create these islands for us
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There might be some larger stretches here and there
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so for example
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if I go to the face select
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I'm surprised. This is not so stretch as I thought it would be so that's great
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But I feel like here we have some stretch and that's mostly
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because of this foot here, so
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We can easily fix that by adding some seams there or you can separate the whole part here
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mark it for seam and
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And unwrapping it once again, so the stretch is still there, but it's not so strong or
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You can make a cut let me go back you can make a cut right here
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Let's check it out, so I will select all press U and unwrap you can see this is a little bit messy here
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But there are no
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stretches or only really subtle ones so it's
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Up to you whether you want to do it or not. I really don't I will leave it like this
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So let me just go back and unwrap this I won't be painting
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the boots in any way so basically we don't need any UV maps there and
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one more thing to mention
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this
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Model is now mirrored
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We have a still the mirror modifier there of course if we rig the model later
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We'll need to apply the mirror modifier, so we have the whole body shape
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You might want to ask what will happen with the UVs when we apply the mirror modifier
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They will just get mirrored so the UV map will still look the same
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There would be just kind of a double vertices here. Let me show you what I mean
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I will now tab out here and
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Apply a mirror modifier for a second now tab back in you can see the UV map still looks the same
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If I would select one of these vertices and move it away
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You can see that there's another same UV island underneath
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So that means when we apply the mirror modifier the UVs just got duplicated and mirrored
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So if you use the texture
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The same stuff that you would paint on one side would get projected on the other side as well
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So that's just something to know when you are doing a symmetrical objects that sometimes you something you want to do
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But in some cases even though the object is symmetrical the texture doesn't have to be like if you have a car
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And there's a big racing number on the hood
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that would
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Not work with the symmetrical UVs, and you would need to separate that part and UV map it separately
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This is a little bit out of the scope right now. We don't need to do that
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I just wanted to mention if you model something in the future or if you're working on your own character
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And you end up with the symmetrical UVs with the apply mirror modifier
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You know what happened and what you need to do in order to fix it. So let me just press ctrl
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Z to go back a few steps we can go in the edit mode check it out. Everything looks fine
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So this is unwrapped and one more thing to mention when you do unwrapping you can expand
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These options right here and increase the margin for the islands. You will see what this does
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basically
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That means how much of a space you want between
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Those islands I can leave it as a default value here
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So this is the UV mapping of the body we can tab out and enable the subdivision back again
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Let me save the file don't forget to do that
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and now I will hit the slash key on the numpad to exit the local view and
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The next thing we want to unwrap are the feathers because they will be painted too a little bit
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So let me just select one of these feathers doesn't really matter which one because there are linked duplicates
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And now I will go into the edit mode. So tab in and
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You will see some kind of mess like this
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Only thing you need to do is to press U and unwrap since this is a very simple object
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There is not much of a curvature happening there. There's no complexity. This is a planar object
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So you will just get something like this in your UV view and that's completely okay
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Satisfied with this. So let's save again tab out and for the mask
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This is not longer a symmetrical object
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We apply the mirror modifier before when we need to create these dents and stuff like that and for the mask
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It doesn't really matter to me whether these islands are connected or not connected
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This is more of a boxy object. Not that organic as a body
230
00:18:53,320 --> 00:18:55,600
So here to save a little bit of the time
231
00:18:55,600 --> 00:19:01,520
I will just go into the edit mode select all press U and choose smart UV project
232
00:19:01,760 --> 00:19:04,000
Okay, and this is what we get
233
00:19:04,000 --> 00:19:10,480
I'm totally okay with this, even though the side parts are separated from the front face
234
00:19:10,560 --> 00:19:15,120
So if we maybe paint over this edge
235
00:19:15,640 --> 00:19:18,280
We would see the seam there or something like that
236
00:19:19,040 --> 00:19:20,120
but
237
00:19:20,120 --> 00:19:22,120
It doesn't really matter to me right now
238
00:19:22,640 --> 00:19:26,720
If you want this to be perfect, you can of course follow the techniques
239
00:19:26,720 --> 00:19:31,140
I've shown you for the body and unwrap this mask yourself manually
240
00:19:31,680 --> 00:19:37,880
Or you can take it as a little bit of a exercise yourself if you're able to create a nice UV maps
241
00:19:38,440 --> 00:19:40,840
from some kind of objects using manual
242
00:19:41,400 --> 00:19:43,400
seam marks and
243
00:19:43,400 --> 00:19:48,720
Unwrapping like that. So whatever works for you, and I will now just tab out
244
00:19:49,560 --> 00:19:54,560
Save the project and I will switch back to the layout view. So this is our
245
00:19:55,080 --> 00:20:00,140
So this is our fully modeled shaman model UV unwrapped ready for painting
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