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- UV mapping and unwrapping is the process
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- of skinning your 3d object onto a 2d
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- surface for texturing if you want your
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- image textures to properly project onto
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- your mesh this process is very important
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- but what does a UV map actually look
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- like what does it do well let's go ahead
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- and show you simply select your object
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- and go into edit mode select your entire
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- mesh by pressing a then go to your image
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- editor and change it to the UV editor in
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- the top left hand corner this is
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- basically the same thing as your image
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- editor but will display your selections
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- current UV map over any image you choose
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- for reference it's also got a few extra
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- settings specifically for UV editing
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- alternatively you can also go to the UV
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- editing workspace which will bring you
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- to the UV editor automatically as you
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- can see our default cube already comes
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- unwrapped as do most of our primitive
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- meshes this is the UV map of our cube so
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- instead of explaining it to you I'm
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- going to demonstrate how UV mapping
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- works with an image texture all I'm
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- gonna do is navigate to a file in my
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- file browser and drag it to my shader
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- editor as an image texture node you can
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- see that our UV editor automatically
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- displays the image from our image
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- texture node we have selected in the
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- shader editor but then why is our cube
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- still white well to actually apply this
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- image to our shader simply click and
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- drag the color output into the base
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- color input of our shader node if your
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- texture isn't showing up make sure
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- you're in luck tab or rendered mode in
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- the viewport to understand UVs
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- let's go into the UV editor and select
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- some faces you can choose a selection
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- mode in the UV editor just like you can
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- in edit mode in the viewport this will
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- allow you to edit the UVs like you would
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- a mesh GS and our hotkeys also work the
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- same as usual however we also have some
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- extra tools in the tool bar to transform
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- without hotkeys simply select the
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- transform tool as you drag things around
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- in the UV editor you'll notice our image
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- is distorting a little bit on the cube
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- for example we can see that this square
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- here is correlated with this square on
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- the cube if we simply move it around a
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- bit we can also scale everything up to
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- repeat the texture across the mesh
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- it's important to note that by default
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- the UV editor will only show the
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- vertices edges and faces you have
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- selected in the 3d viewport this also
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- helps make it clear which face in the 3d
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- viewport correlates to which face in the
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- UV editor for example we can go into
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- face select mode in the viewport and
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- select the face that will isolate the
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- corresponding UV face in the UV editor
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- however you can also flip this function
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- and have the UV editor Drive what face
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- you have selected in the viewport to do
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- that simply click this opposing arrows
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- icon on the very top left of the UV
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- editor keep in mind if you don't see all
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- the buttons here you can expand the UV
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- editor or scroll along the top bar with
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- this mode toggled we can now go into
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- face select mode in the UV editor and
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- select faces in our UV map which will
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- then select only the corresponding face
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- in the viewport which function you want
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- to use is up to you I typically work
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- with the default function as it keeps my
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- UV editor clean now that we understand
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- the UV editor and have an image
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- projected onto our cube let's go and
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- take a look at the different unwrapping
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- algorithms we can use unwrapping refers
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- to the process of taking a 3d mesh
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- unravelling its faces and lying them out
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- on a 2d surface to begin unwrapping you
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- simply go up here to the UV menu or
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- press you even though our cube is
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- already unwrapped these are different
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- unwrapped algorithms that we can use
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- unwrap is your standard unwrap algorithm
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- this simply takes into account what
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- seems you have marked which we'll get
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- into in a little bit and unwraps your
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- mesh accordingly smart UV project is one
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- of my favorites and is great for
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- unwrapping things quickly and roughly
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- like map and follow active quads are
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- similar but have their own algorithms
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- cube cylinder and sphere projection are
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- algorithms most fitted for objects
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- similar in shape to the name of the
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- algorithm project from view is a very
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- powerful tool that essentially takes
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- what you see in the viewport and
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- flattens it as your UV map this is a
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- very basic way of unwrapping your mesh
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- and will not hold up from different
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- perspectives but can be used selectively
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- to great effect project from view
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- simply stretches the resulting UV across
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- the UV editor I'm gonna demonstrate this
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- one real quick so let's go ahead and
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- select project from view as you can see
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- the image projects pretty well on our
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- cube from this perspective however if we
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- rotate our perspective you can see that
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- the image is now stretched across the
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- sides that are perpendicular to our view
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- from before that's because as you can
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- see in our UV editor there are not
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- enough pixels for those faces in the UV
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- map now you may have noticed that we
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- can't get the original mapping of our
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- cube back pressing the unwrap option
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- doesn't seem to do anything because our
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- cube is already unwrapped so let's go
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- over exactly how to use the basic unwrap
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- function to do this we need to mark some
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- seams seams are the edge loops where you
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- specify for blender to cut open your
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- mesh when skinning it simply select the
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- edge loops you wish to mark or clear
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- before clicking each option so let's go
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- into edge select mode and select these
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- three edges I'm going to do the same
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- thing on the other side of the cube then
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- I can click mark seem in our unwrap menu
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- to mark these edges as where we want to
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- cut open the mesh this will make them
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- appear slightly redder then I'm gonna go
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- ahead and select this edge as well and
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- do the same thing now I can select all
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- of my measures and select unwrap as you
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- can see we have something more similar
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- to what we had before in case you don't
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- understand why I chose the seams that I
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- chose let me walk you through my thought
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- process the arms of the cross we see in
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- the UV map are these faces here they
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- needed to completely detach except for
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- one connected edge so I marked seams on
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- the three other edges of each of these
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- faces then we simply needed to separate
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- the head of the Cross from the tail of
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- the cross that's what this seam was for
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- as you work with your own meshes you'll
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- get a feel for what seems to work best
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- for you to get the UV map shape you want
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