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