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Hello and welcome to this chapter, so in this chapter we are going to start unwrapping our
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model and create some UV maps that we can use later on for texturing and all kinds of
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other things.
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And it's important we do it now as we'll be changing the model of the base body a little
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bit along the way and we'll lose kind of the lower subdivisions.
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So it's important that you kind of take this step now as the approach we're going to take
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for texturing kind of requires that the UVs have already been established.
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So just something to keep in mind.
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The way we're going to be dividing up the UVs is that we are going to have one UV tile
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for the body and then one for all the assets kind of on one, which I think that's a pretty
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good division.
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We could also have everything on one, which wouldn't be too bad for a character like this,
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like for this quality, then having all the stuff on just one would be absolutely fine.
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But I'm going to switch it on two just in case, you know, like if I want to switch the
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clothes out with something else or reuse this body, then having it separate is kind
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of handy.
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But you don't have to do that high-res textures if you don't want to.
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But it's always better to do, you know, high-res if you can, if you're doing the work anyways,
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then you might as well do high-res because you can always downscale it afterwards.
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So you know, just something to think about.
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Okay, cool.
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So to start doing the UVs, the first place we're going to do is on the body itself.
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So I'm just going to isolate that one by hitting slash, so that's our body.
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We want to be in the lowest subdivision, basically.
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I just see where our body would be in the lowest fidelity.
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And I'm not sure if this is our lowest one here.
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Let's just see what that looks like.
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If we say wireframe, no, this is a little bit too high for our lowest.
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So we actually need to unsubdivide once more.
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And that's just wherever you choose for your lowest subdivision to be.
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For me, I want it to be a little bit lower than this, just so it can be a bit simpler.
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Yeah, I think that's what I want, a mesh like this, kind of.
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Cool.
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So this is going to be the place where we start UV unwrapping.
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So I'm going to take this and bring it into the UV editing workflow here.
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And then I need to isolate that again.
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So I'm just going to isolate that right there.
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I'm going to give it some random colors, just so it's a bit easier to see.
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I'm going to turn on wireframe, so I can see what's going on.
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And now I'm in UV editing, so we need to go into edit mode here.
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So we can start selecting seams and these kinds of things.
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And we've got to figure out how we want to divide this stuff up.
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So typically, there are some things that you can always kind of separate.
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So we can start off by separating the head.
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We could actually let the neck be with the torso and then maybe do a cut around the head
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that looks like that.
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Or we could hide the seam a little bit more in here, kind of, and say, yeah, we could
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do something like that.
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And then I'm going to just deselect this here and then maybe have that and then do a seam
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like that here.
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So I'm selecting all the way through here.
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So you can see how these things are also being selected there.
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And then I have a seam right here.
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That's going to be my first seam, I think.
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So I'm going to take this and just say mark seam, basically.
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And then if I select everything, you can see that's how much it's unwrapped right now.
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We don't need to press unwrap right now, because it's not going to make any sense.
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But that's what's going on here.
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So we've got a seam there.
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Then I think we can do one along the cranium here, and that way the face will kind of unfold
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that way and that way.
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So I'm going to mark a seam there.
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We might need to mark a seam for the ears, but I think we'll just let it be a little
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bit unfolded like that.
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I think that's totally okay.
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Then we can do some for the arm here.
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It's always interesting with the arms, different places to do them.
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But I think, actually, you know what?
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That's pretty good.
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Now, I also want to do the other side of the arm.
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The only problem is that if I go into X here, it doesn't really mark the other side.
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So if I said mark seam here, it doesn't mark the other side.
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So I could have a mirror on my thing, but if I don't have a mirror, because we've already
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gone through that entire workflow, and we have a multi-resolution modifier, so it would
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kind of break it.
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If I don't have a mirror, but I do want it to be duplicated on the other side, what do
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I do?
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So there are some different ways.
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You could try the topology mirror thing, but that's not going to really do anything still
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with the mark seam.
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Not mark sharp.
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Sorry.
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Mark seam.
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That's not really a mirrorable action.
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So what do you do?
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What you can do is you can go to, as far as I remember, go to select and then select mirror.
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And then it failed, but let's see here, zero edges mirror, 28 failed.
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So why did it do that?
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Select mirror.
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There we go.
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Okay.
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So I need a topology mirror on, that's why.
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And then now it actually selects the other side.
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So that's pretty neat.
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So that's really neat.
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And this action here, select mirror, we could go to select and then right click this one
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and say, add to quick favorites.
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And when it's on quick favorites, we can always access it by hitting Q and then say, select
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mirror.
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So then I could say mark seam here.
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And this is super handy for creating quick seams.
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Okay.
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I also need one for this separation here.
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I think I'm just going to put it there and then I can, once again, say select mirror,
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then mark seam.
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And then I'm beginning to get the torso separated from the back here.
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And then I would like one, I think I'm going to keep the ass and the back all in one piece.
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So maybe I can do something kind of like that.
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Does that make sense?
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Maybe I will do something like this here and I'm kind of missing an edge flow a little
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bit.
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Maybe I can do something, I can also do something like this.
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That also, that also seems pretty good.
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That way I can, yeah, I think I'm going to do something like that actually.
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Let's say Q, select mirror and then mark seam, mark seam right there, boink.
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Then we got that marked out there.
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Then I would like to have this one marked out as well.
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So control shift click here.
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So we're actually missing the screen cast keys here.
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No, they should be, it seems like they are, okay, there they are, now they're there.
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Okay, they were missing from this window apparently.
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Then like that, like that, Q, select mirror, mark seam, very good.
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That seems pretty good there.
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And then we also want one for the inside of the leg here.
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Let's see what we can get.
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Oh, this one's running all the way up like that.
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We don't really need it all the way there.
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So maybe I can get like that and then deselect some of it here and then say, I don't need
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all this.
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I don't need all that.
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I don't need all this here, don't need all this, don't need that.
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I actually don't need all of this here either.
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I just want that part of the leg there.
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Let's try it until there maybe, and then I say Q, select mirror, and then I say mark
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seam like that.
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And then we can cut the foot also, select mirror, mark seam, that seems pretty good
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like that.
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And then the foot, where do we want to wrap the foot around?
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We could say that we just create this one where the foot kind of wraps around here and
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then connects on the back basically there, and then it, yeah, I think that's fine.
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So Q, select mirror, mark seam, and the foot can wrap there.
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So if we go in here now and say unwrap, then we're going to get some pieces that start
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making some sense.
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So we've got the legs there, right, those are the legs.
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If we click up here, then we can see it kind of reflecting the stuff and so on and so forth.
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And if you want to click on something and then click Ctrl L for selecting, then you
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could say within seam, then you're only selecting within that seam basically.
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So that's pretty handy.
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And so we're just checking, and we got a good torso there or the back, and then we got the
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front there.
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So that's all working pretty well.
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That's exactly how I would want it.
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Then we got the hands here, and I think we can just cut it somewhere where it makes sense.
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Select mirror, and then I say mark seam, oh, that was mark sharp, mark seam.
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We could also add mark seam to quick favorites, so now we can go down and click mark seam
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like that.
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It must be very handy.
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And then we need a cut for this one, and I'm going to put it underneath the arm.
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I typically like putting it underneath the arm.
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We could also make it follow this one.
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That would be, that actually wouldn't be too bad of an idea.
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And then we can just follow this one down, oh, like that, cute, select, oh, select mirror,
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and then mark seam.
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Then we actually got the arm separated out there as well, so that is pretty handy.
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We got the face stuff going on there.
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Then we have the hands, and I think the hands typically, I split them in two if I can, and
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usually along the thumb here.
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Let's see here, oh, that splits it actually perfectly right there, and it goes all the
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way across to the other one.
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So let's just deselect all this stuff here.
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Select that stuff, deselect there, deselect there, and deselect there, but otherwise it's
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pretty dang perfect because of the nice topology we've done.
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So I'm going to say mark, select mirror, and then mark seam.
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Then we get that there, and if now we hit unwrap, then we get those hands like that,
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and these are the feet, I think.
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They're a little bit strange in the way they are like that, and they do have a hole in
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them.
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Maybe that's not absolutely ideal.
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We could try, hmm, let's also do this, we just cut this one out like this, select mirror.
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It doesn't matter too much because they're going to be very hidden throughout the thing
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here.
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Cool, so we've got that, and then mark seam, and then you unwrap kind of, then the feet
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look a little bit more like plain like that.
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Okay, very good.
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I mean, that's technically what we need in terms of separation, no need to make it more
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complicated than it already is, and that's pretty good.
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We could also take out and do the mouth as a separate thing, but we're really not going
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to be doing anything really fancy with it.
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The one thing to consider though is that if you're picking normal maps or something like
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that, then how the UVs are laid out might cause some deformation if you haven't done
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kind of nice UV layouts and stuff like that.
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But I think the body is my main concern, and then I think the face will work out like this
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as well.
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Very nice, cool.
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So that's the UV for this one, then we just got to do the layout kind of.
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So what I have here is that maybe I'll just hit UV unwrap, and then on the little box
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here I'll say, that sounds good, don't know what that means, scaled, yeah, margin, okay
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that also sounds good.
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And then maybe I can pack these somehow, so I'm just going to go here and then say UV,
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and then say pack islands, and then rotate, let's see here, I think we'll just do it by
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hand here.
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So I'm going to take the face here and I'm going to make that one a little bit bigger
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than everything else, just so I have that as a thing.
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And then this here is the, oh I don't even know what that is.
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What is that actually?
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What part of the body is that?
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Oh it's the foot, oh right, it's the foot, and there's two of those, then there should
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be two of them, okay, great, cool, okay, so we got the hands here, I'm going to go into
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island mode here, we'll just select the islands, there we go, then we have the arms as well.
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I want to scale everything else kind of relative to each other, so this body here, the body
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stuff, if I can pack that somehow that way it makes sense.
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If you also, if you like painting this kind of textures in Photoshop you can also do that,
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and then I would suggest laying out your maps in a way where they kind of, they're aligned
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in the right direction as much as possible.
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So here we got the thighs, let's see here, the thighs can be a little bit difficult to
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place, maybe this one fits better there, it's a little bit of a puzzle like this, just figuring
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out what works best, like that, and then we got the arms here, but if you do it by
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hand typically you can get quite good results, but there's also some very nice packing tools
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out there, but blenders could definitely use a hand, which is funny when I'm adjusting
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the hands, like that, let's see here, something along those lines, then we got these feet
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here, got one there, I got one there, then I got this one foot here, I think I can maybe
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put these ones in here, I think we got space for everything, we could probably have scaled
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up some of the stuff, but I'm quite happy with this arrangement right now, so I'm going
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to leave it at that, that's the tiles for the body, because that's done, and remember
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to save of course.
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And now we can do the same, but for all the items, which means that there's some items
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we need to just adjust a tiny bit, I'm going to hit slash and bring all the items back
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here, so for the items, what's important to note is that all the items will be on one
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tile, like all of the body was on one tile, and before I forget actually, the eyes, they
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also need to be somewhere, and I think they should belong with the body, so I'm just going
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to isolate these two here and just get the eyes as well, I forgot that one actually,
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and it'll have a, what if we say just unwrap, then it'll have a tiling like that, that means
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that it's going to transition from one to the other, but we could also have one where
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the eye, we kind of see the front, and then we could draw that in, so if we say you project
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from view, and then if you take this and just scale that up and place that in the middle,
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then I think that's actually going to work pretty well, yeah, and then, because we're
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never going to see the back of the eye anyway, so we can do a transition trail off there
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actually, we need that eye to exist with the body I think, or should we actually, should
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we do the eyes separately, no, let's do it with the body, just to keep it simple, and
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then we get the eye here, and then we just got to find a good spot for that one, wherever
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we have the most space, that seems like a pretty good spot right there, for the eye,
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exactly, then we have that, and it's part of the same UV tile essentially, so when we
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combine, we could combine the eyes with the body, typically because they're almost two
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separate objects, I would not combine them, but because the character is so simple, then
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I think it's totally fine to do, but we're going to keep them separate for now, because
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we're doing the whole multi-res workflow and all this stuff, okay, back to the items, I'm
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just going to clean up the scene a little bit here, so I'm going to call this one body,
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the eyes are going to be eyes, and they get to live underneath the body here, I'm going
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to shift drag underneath the body that parents it, and then we have all the items here, we're
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going to call this rope, we're going to call this hood, we're going to call this belt,
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we're going to call this, yeah cloth is fine, pants, let's call them pants, helmet, scabbard,
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bag, and we got sword, and then this one is the sandals, sandals like that, so I want
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to take the body here, no, I want to take all the items and put them in their own collection
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here, so I'm going to select all of it, press M, new collection, and say items, and then
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we have that, so we can easily deselect stuff, so now I'm going to remove the character and
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we just have the items, and we want to pack all these in the UV tiles, so we have a few
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things we want to unwrap differently, most of the stuff we can kind of just do an automatic
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UV unwrapping, which isn't the best, but we're also going to not, we're not going to be doing
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anything really complicated texturing, so it's fine, you could go and do it by hand
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like we did with the body, but I think it's not really necessary, the cloth though, because
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it's kind of one seamless stretch piece, they can be unwrapped differently, so if we select
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both these cloths here, I'm selecting both at once, hit U, and then unwrap, then we're
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going to get this kind of layout, and it's important that you make sure that all your
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transforms are applied, so going in and pressing CTRL A, rotation, and scale, because it will
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affect the way the UV tiles are laid out, but here they're scaled according to each
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other, we are getting this one, this one is kind of crooked now, so it means if you wanted
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to do some kind of pattern on it, it would be a little bit difficult, but something you
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could do, is you could turn on soft selection, and then just hand correct it a little bit,
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or you could have unwrapped it while it was still nice and neat before we sculpted it,
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which would probably have been the best way of doing it, but that's hindsight, but it's
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also good to know that you can always fix it a little bit later on, there's always a
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way out, something like this, just making it a bit more straight, and then I could also
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scale here, if I wanted to make this really straight, I could do that, but I think this
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is pretty good, then I got that, then I just want to make sure not to unwrap this one again,
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because now it's been, I've kind of spent some time unfolding it, this one is fine,
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this one is fine, the way it is right now, cool, so I'm going to keep those, I'm just
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going to put them over here for now, so they're out of sight, out of mind, and then the rest
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of the stuff is going to be unwrapped, except for the rope actually, I'm going to show the
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rope afterwards, so we'll take the belt, the bag, the sandals, and the sword, and the helmet,
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now the sandals are technically mirrors of each other, so you could just unwrap one and
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then have it be mirrored, and for saving texture space, that might be the right way of doing
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it, I'm going to have them be unique, so I'll just leave them the way they are, oh actually
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the pants, underpants here, they also need, and I actually did a seam here a little bit
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earlier, I think these ones, if I just unwrap these, yeah, then I get that, it's not so
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important how these ones are, but having something is definitely useful, maybe I can do this
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and then select mirror, and then, let's say mark seam, mark seam, and then I can try unwrapping
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again, then I get these two pieces, that's also a little bit bizarre, let's see if I
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cut those two there, then what do I get, none of it is really great, I'll leave it like
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that, I think it's fine, those kind of count as the cloth here, the underpants, so I just
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want to scale those down and put them over there for now, okay, but the rest here, actually
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the bag could also, it's almost like all of it can be done quite differently, yeah, the
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bag actually, and then just giving it a simple seam somewhere to unwrap it, let's see, the
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biggest problem is this here, I could mark a seam there actually, mark a seam and then
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UV unwrap, then you got that one there, so this one would probably have to be unwrapped
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with Smart UV Project, and then scaling this one to 90, it gives us the biggest pieces,
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then I get something, oh actually that doesn't work quite nicely, let's try that, okay so
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not quite 90, but something close to 90, then I get these pieces, yeah, that's what I wanted,
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and then if I select the whole thing, I can say unwrap, yeah, and then we get that, exactly,
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the Smart UV Project just kind of creates its own seams and stuff, it's pretty simple,
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so we got that here, that there, and this one, it can also, you can see it's all mumbo-jumbo
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right now, I'm just gonna say Smart UV Project and try it, I'm gonna do full on this one,
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so full 89 on this one to get the fewest pieces, and then I'm just gonna leave it there,
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that sounds good, the scabbard, Smart UV Project, also just leave it, hmm,
306
00:27:48,662 --> 00:27:53,939
so we actually get with the different ones here, no I think just full like that,
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that's pretty good, and then the sandals here, Smart UV Project, and we're getting a lot of
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bits here, but that's also okay, that's because we have so many straps and edges and things,
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that's not gonna be great, but we'll leave it at that, we've got the scabbard,
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and then we have the helmet, and then there we're also gonna say Smart UV Project,
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and see what we get with the different ones here, yeah, and that's really the best we're
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gonna get with that one, and Smart UV Project for the sword, and I also just want the most
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pieces right there, and I think those were all of them, and the rope we're gonna wait
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with a little bit, then I'm gonna take all of these things here, and then I'm gonna show you
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something that Blender really isn't very good at, and that is, and that is packing the island,
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so let's say we have all this stuff, and it's scaled like this, and we want to now pack it
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into this thing, then you could go to, because we wouldn't be able to take each piece here,
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and just sort them, that would be a nightmare, if we go to UV, and then say Pack Islands,
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we're gonna get this, and it has a lot of gaps in it, it's really not that great,
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and we would want some things to be bigger, and all these things, so what do we do,
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well the biggest thing we can do here now, is we can use an add-on called UV Packer,
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and I think Blender has this one add-on, or there's an add-on somebody created called UV
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Packer Blender, I think it's literally uv-packer.com, it looks like this, it's fast,
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accurate, and free, and you can get it for Blender, it's an add-on, and an executable,
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and they have some installation guides here, it's very simple to install, pretty easy,
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but I recommend that one, but that one is a lot more powerful, and I can see I have it here,
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called UV Packer, and if I take all the same islands, and then I pack them, you can see it's
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a lot better at filling out the details with the stuff I have, so it's a lot more efficient,
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00:30:22,982 --> 00:30:27,779
but what I need right now, is I need to adjust the scale of the different stuff,
330
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and there's some settings for like, how big you want stuff to be, and all these things,
331
00:30:33,940 --> 00:30:39,300
you could also do, I think, I guess that wouldn't really, oh that actually does affect it,
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because we're packing multiple times, and then it's telling us how well filled out it is there,
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nice, so what I'm going to do now, is that I'm going to scale everything relative to each other,
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so that I can prioritize which bits I want the biggest, right now you can see the sandals are
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huge in comparison to the cloth, and I don't want that, so I'm going to take all the stuff here,
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all the stuff here, like this, and the underpants, and probably also the bag,
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and I'm going to pull that out, those are those things, so I can scale those things on their own,
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so I think these things being a little bit bigger is absolutely fine,
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like that, and then this bag definitely does not need to be that big, it can be like this big,
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it should be a lot, a lot smaller than the rest of the stuff here, so just scaling it
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relative to each other, yeah that seems pretty good, then I have the belt here,
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and then if I say UV, smart UV project here, I've got that, I'm just going to pack these ones
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pack these ones together, and then how much space do I want this to take up, maybe like
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like that, there's also a way, you know, just like packing it like this, and then you can
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you can tile them like that, then we could take the scabbard here,
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then I could pack these, and then the scabbard definitely could take up a bit more space,
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00:32:22,740 --> 00:32:32,580
something along these lines here, that seems fair, then we have the helmet here,
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and the helmet, probably want a little bit of resolution for the helmet, it is
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kind of the bit that's going to be the the closest to everything, and then the sword,
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I definitely want some space for the sword, and you can see here it's stretching all the way
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there, and I think that's just the way it's going to be, that is this big, okay nice,
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so let's see it with everything here, if I select all the stuff here, get that, get that, get that,
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get that, get that, then I have this stuff as well, and how big should everything be,
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or I can see I got some stuff from the back here, this stuff is definitely too big,
355
00:33:14,742 --> 00:33:16,260
this stuff is definitely too big,
356
00:33:21,860 --> 00:33:22,580
let's see here,
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placing this kind of that size there, that seems pretty good,
358
00:33:35,220 --> 00:33:43,220
we got that going on there, I don't know what those bits are, but let's see here,
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yeah that sounds good, yep that looks good, okay so this one, so let's pack the sandals here,
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and scale the sandals, that was the one I forgot about, I mean that can also just be a tile like
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that, then we're looking, that's the rope here, we don't need that one, select everything else,
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cool, then we have that, and let's see, and then we have that,
363
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then we have that, and let's see, I think this stuff here can probably be a little bit bigger
364
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in comparison to some of the other stuff, like that,
365
00:34:42,660 --> 00:34:48,339
and this, yeah that seems right, so I'm just relative to each other, and then I'm going to
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00:34:48,342 --> 00:34:54,819
try to pack it, and then now I get a much more reasonable distribution where the cloth is big,
367
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and all this stuff, and that's exactly what I was looking for, and this looks pretty good,
368
00:35:00,582 --> 00:35:06,179
and then the packing for the items is pretty much done, you can see I got this one, it's that size,
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00:35:06,182 --> 00:35:11,859
that seems good, I got the cloth, it's big, I got this one, good size, I got the helmet,
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00:35:11,862 --> 00:35:18,099
you know, scattered about, but it works, and that one, and then I have one thing that I forgot,
371
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which is this little skull, so let's see if we can figure out how to unwrap this one,
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00:35:25,302 --> 00:35:28,819
okay, I think I already unwrapped this one off camera, but I essentially just created a
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loop around it, like for the thing, and then unwrapped it like that, okay, let's see here,
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00:35:41,860 --> 00:35:49,060
what can we do, what can we do, if I select everything, and then that one,
375
00:35:51,380 --> 00:35:58,420
I select this one here, and then maybe I can find a spot for it, where it's not in
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too much of the way,
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00:36:05,140 --> 00:36:06,019
let's see here,
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00:36:06,022 --> 00:36:15,379
or we could include it actually, let's potentially include it, I'm just going to scale it to
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something reasonable, so something like that, and then keep the other stuff like this,
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and then we do have one problem, which is this one here, so the rope, so the rope used to be a rope,
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and then I applied it, so it became a normal thing, but when, or it used to be a curve,
382
00:36:35,142 --> 00:36:39,859
sorry, the rope used to be a curve, and then I applied it, so it became a proper mesh,
383
00:36:39,862 --> 00:36:44,420
but when something's been a curve, it has its own set of UVs, and those UVs actually work
384
00:36:45,220 --> 00:36:52,179
quite neatly, because if you just put on a wave texture, I'm just going to go over here,
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00:36:52,182 --> 00:37:00,019
create a new material, and then create a wave texture, plug that one in, then you get this
386
00:37:00,022 --> 00:37:05,139
right now, right, which is already kind of looking like a rope, because of the textures,
387
00:37:05,142 --> 00:37:11,300
but even better, if you actually hook this up to the UVs, then you can see how it actually
388
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follows the strands really well, right, and it's a little bit less here and there,
389
00:37:17,222 --> 00:37:22,260
like in terms of the stretching, but you can mess with it, if you even rotate this
390
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with an angle, then you get this kind of like rope-like pattern, right, and we want to bake
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that on top of the textures, and that texture map actually just looks like that, that's the
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00:37:35,142 --> 00:37:41,939
default one that it comes with, you know, it all uses the same one like this, so we want to
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pack that one in as well with the rest of the stuff, so I'm going to do that as well here,
394
00:37:47,302 --> 00:37:50,100
so we've got all of it now, then we're going to just say,
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00:37:51,220 --> 00:37:55,060
it depends on how big we want this one actually, I think it can be a little bit smaller,
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00:37:58,580 --> 00:38:03,779
like that, it can be kind of like that, it doesn't have to be so big, it's not a lot of
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resolution, then we just take it all and pack it, and voila, it's all good, oh, except for
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00:38:09,942 --> 00:38:20,419
these two having to be exactly on the same spot, let's, how do we do that actually,
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okay, so if we grab everything but one of them, and then we say pack, can I ignore one,
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00:38:38,820 --> 00:38:46,260
delete this UV map from, no, that's not what I wanted to do,
401
00:38:51,380 --> 00:38:54,260
let's see here,
402
00:39:01,780 --> 00:39:08,419
okay, that's actually a little bit different for it, but it might not be an issue,
403
00:39:08,422 --> 00:39:12,340
it might actually look fine, I just have a little bit of inefficiency with these two,
404
00:39:13,460 --> 00:39:17,699
I haven't used the UV packer enough to know if there's a way of getting around this, maybe there
405
00:39:17,702 --> 00:39:22,740
is, you know, I could just place this one on top, but then I'm going to get a big gap there,
406
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and I don't really want that, I'm going to leave it like this, and then we'll just get
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some variation on our string, and I think that's fine, okay, but that essentially means that our
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00:39:31,062 --> 00:39:38,579
UVing is done for our entire character, so that's awesome, and that kind of marks the
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end for this chapter, and then we're going to move on to the next one.
42823
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