Hello and welcome back us.
So let's start the European process and the Scottish shading for let's go to you don't wrapping you
get the thing and then let's click on new and make your tests union rep so you want to test that the
width and height doesn't matter.
Let's do generalizing.
So I have two colored great press.
Okay.
Or actually this sets it to because it's much easier to say to great to see better fit any offer of
the texture is a stretch or not.
So next we have to go to shape things, then go to objects, and then one by one we have to click on
the character, click on the principal because the F and while we have no drawing or on press control
T, it will add an image texture.
Then from the image texture, we have to choose test.
All right.
And then if you go to the material, preview it.
It will show nothing because we have not on rough character.
This is not a rats.
So first, let's just copy and paste this tapes to all the other materials.
So I want to copy and paste all these materials over here.
So call campus and walk in.
Texture note.
For this one.
We're not going to do this.
This is a simple shapes, not proportions.
How it's going to look.
Shh, shh, shh.
Let's apply the modifier.
Four belts.
Let's see if we need to change anything here.
Realizing this works fine.
The supplier.
None of us copy the material.
And this one, too.
No, we're not.
We don't need it.
Because this is a simple --.
This is a CubeSat.
Pretty straightforward.
You mean that they're going to have a simple UI?
And then for the shoes shoe, if I remember, has a lot of materials.
But we need to make one.
So let's delete all these materials over here.
One by one.
Let's delete them and
let's undo that.
One of the red material over there.
And then it's good to shoot material.
Edit Most of our show select nothing and then go here.
Present select.
Now we know that this is applying this material to this over here.
So the don't want that.
Let's go over here and.
Yeah, all right.
So let's suppose l were here with tissue material, which is a wise material sign.
Then go over here and go through it material and press this line.
Let me go over here.
And the new material, it's called H logo.
Okay.
And this, like, loco needs to be black.
And then this one soon has to be a red color for its owner to be separate, because all these were here
of the same same kind of material.
And later in American architecture, they're going to get the same texture.
But this one needs to have a different material.
So this are the different material over here.
Select the sign and click on anything like.
So this is also going to be
with color.
And these are going to have their own materials.
New Shoelace.
She?
Let's assign them.
I think we're good now.
So now we have.
We have the sign.
Every one of these, the texture.
So let's go and select all of the texture for now.
Shh.
All right.
Now that we have added this, all of our materials over here, I'm going to leave this one to the last.
Not sure if I'm going to keep it or I want to change it.
For now, it's a curve.
So I'm not going to assign a material, but let's go for it to the body.
And if we go to editing over here and if you go to material preview, you can see that because this
is not it is not so wrapped.
It looks pink.
All right.
So let's select all and press you and then wrap it.
Let's press you smart TV on Rabbit.
And as you can see.
I have made a big mistake.
We change it to the test.
But this is actually on total close on total
selection three.
I will change it to create.
All of these need to be great.
Shh, shh, shh, shh.
Shh.
She's.
All right.
Now, let's go back to the movie editing.
And now, as you can see, this is an reps, but not correctly.
As you can see, uh, this is stretched and all these areas of research not good for us.
So this is not doing the right thing because we did the exposure.
It's our self.
This is going to be very pretty straightforward.
Let's select this and you press you work seam now let's go over here around the neck receivers you mark
seam.
Let's go over here and.
Markets.
Until this points to the middle of the points and you mark seem.
Okay.
And then let's go and select this loop.
You, MAXINE, go all the way from this one, the middle side of the of the arm, all the way to this
side and connect it to here.
And then you, Mark, see
then, because
are we going to select one over here?
So make sure is selected you, MAXINE.
All right.
While these seams are selected, can go to select select mirror key doesn't select the mirror selects.
So it looks similar.
Shh, shh, shh, shh.
I select murders over the school here as well.
And seen the medial side of the hand go all the way up.
You connected to here?
I've seen.
Let's go over here and.
Let us.
So like this loop round.
And then last seen.
So like this area around the ankles.
Mark seen?
Isolate the middle parts of the foods or here.
And so the smoke scene right now, we have selected the important parts we can go.
And so the middle line of the backport to an extreme analysis select all and of you are up to see what
we get now.
Now as you can see much better.
Let's enable life on ramp.
And now, you know, we don't have any problems in the leg, in the foot.
We if you wanted to have the foot, you have to select all these areas in the sole or to make a seam
and then unwrap it.
It would give you better results.
But because I don't care about the foot for his character, I'm not going to try to unwrap it.
Then we have to go for the hand to the wrapping for the hand.
But for now, I think the head might need a little bit of more wrapping over here.
So let's add some seams in this area.
All right.
And Mark Simmons, let's go a little bit further to the head.
Mark Smith, what's on repeat now to see what we get for the head.
No.
Much better.
Let's all wrap this area to this connector.
Mark seen and I'll wrap.
This is much better here as well.
Not going to not die is going to matter.
This is not going to be seen.
But anyways.
All right.
That's good.
So let's go to the hands over here.
And for the hands, we need to make some seams in this area, around the back and the front of the hand.
So let's go over here and let's selects these edges and go all the way to the side of the hand.
The monks seem them for now.
And we need to go this direction.
So this is the direction we need to go for the hand.
James.
It's.
This is.
What seem.
She's.
Mark seen with this seems we are turning these planes, these faces into the T to the image.
And you can see over here.
So we are wrapping them around.
Like filling them into this image to use it in a texturing.
Without this, without unwrapping a chance.
So the texture and our process.
It's.
Shh, shh, shh.
Okay.
Well, it's more extreme, this area.
And as you can see, the fur on the back of the arm are separated up again.
So we'll get.
All right.
That's good because.
The character doesn't have too many details in this area.
This is looking fine.
We can always select.
Go to faces and select this face.
And as you can see, we can see the hand over here.
You can always scale it up to gets more resolution if you want.
So this is all as you can see, we have more resolution in these areas now.
All right.
I think we are done with this one.
We have to come back and set this one.
So they are U.V. trapping seen over here where the manual way is to select them with L and we g move
them around press r and you have to just do some like management that put them over here and then put
this back over here.
Everything is appropriate.
So let's see this one.
Let's check if we need another scene in this area.
So I think was at one of their senior.
Well, listen, wrap.
And now we have better flow, whether you is in the lake area.
So I have to transfer the seams over here to the other side.
Let me go to select similar as it seems.
Select all.
Select similar.
So this seems.
All right, now this seems our selected.
Shh.
Let's go to sleep.
You're.
Shh.
Shh, shh, shh, shh.
Mm hmm.
There was a way to select because we have a mirrored character here.
We have a symmetry skater.
You could select sleek new thread.
Now, it doesn't work to.
Well, it doesn't work.
It seems so.
Let's with my Norwegian fiancee to the hand of the other side to gain.
All right.
You have to do the handshaking.
Or.
You can delete.
One side, we have more tourists so that you can also delete one site or delete the whole one side when
your give you on wrapping while you are in the extreme one.
All right, select one side.
Our character is symmetries.
You should be to make sure that it is you're not selecting wrong.
Phrases like, for example, here, this one should not be selected and then to on them at the moment.
So that because we have a motor is not going to do that.
Let's go and.
Through the hands now.
As I said before, we are going to texture this time because the whole process of texturing is we actually
color and to the image and then this to the image which the faces of our character are like sitting
on this image.
This is going to reflect the 3D image to the character.
So now we have to unwrap it and make it ready for texturing.
It's just.
The automatic tools of using wrapping works for simple objects, but it doesn't work for organic objects
like the human character.
You actually never walk
unless you want to protect it from you.
Maybe you just want it for one view.
You can just go ahead and press all reasonable.
You want it to be.
You have set your camera like this angle and you want it just to be in this which you didn't just press.
You press all press and project from view from this view.
And only this view is going to work.
Your texture is going to walk, and it's not going to stretch, but only from this view.
Because if you turn it around, all these areas are going to be stretched.
What you want is for just one image viewing, two for just one image.
You can try that.
Let's select all in.
All right now to see what we get.
Shh, shh, shh, shh.
Shh.
Let's make sure that these are separate faces.
Yeah.
As you can see, we have four hands or four spaces of hands and that's good.
So one of the things I wanted to show you is this other one called EUV on EUV Purchaser Associates on
Google.
And if you go to Gum Road, I believe it's on Montgomery.
There's a free version over here or there that you can download the preference add ons other than you
have.
It's in this area, it's the only house in your reality.
ED So make sure you don't have it in object mode or any other mode.
And this other thing is amazing.
So select all of these.
All right.
And all you have to do is go and press pack, all right.
And then it says pack and done in a short amount of second in some some seconds and years.
You can see the result is amazing.
You just packed the islands for us.
You didn't need to do anything.
So before we had to manually select all these islands and go and place them and then set this islands
in this image.
Right.
But now.
It has amazingly put all this violence into place.
You always select to validate you also.
So it has found two valid phases.
It means that these two areas are connected to each other, touching each other.
And this is the hand area.
Since the dawn of the fingers.
We should be able to see it over here as well.
Yet this area, these two areas are connecting.
All we have to do, we have we have some options over here.
Grab this real experience we can pick.
Relax.
All right.
That was too much.
Set the stress down, all right?
Is too much.
Let's split press and grab and then we can grab it.
Or we can actually do.
We can actually.
Hmm.
I mean, this figure is interesting.
So this.
Use some of these tools over here.
Bring the register with.
With F this and we're done now with grab, you can grab the vertices and now they're separate and now
we're good to go.
So let's, let's do another validation.
Or these two faces seems to be.
Interacting with each other.
Okay.
Let's unwrap it again.
So we get.
And then let's attack it again.
This validates so.
You have seen problems here.
This site is to.
Let's select these two vertices over here.
Let's match them.
Now they are made to see as well as fix the problem here.
So these faces seems to be.
Fix the problem.
So maybe they were too close to each other.
I guess the small problem was fix.
That's the good thing about these other issues.
Those are the problems.
So we don't have to deal with them later because the media is
doing texturing.
These can the problems occur and we might find some errors while we are adding colors and painting and
all that.
So let's go to.
All right.
Now we are done with the party over here.
Let's go to the other parts.
Let's go to
the jacket over here.
I'm going to solo mode and that is mode.
And I want to make.
So let's look over here.
Yeah.
And then the marks seem.
Let's honor up and see what we get.
All right.
So now the sleeve area is stressed.
So I'm going to select the around the.
Around the slip area.
It's.
She's.
And Maxime, let's try sloth mirror Mira.
Now, if it works, doesn't work, just select this loop over here now.
All right, this is a complete loop, so that's good.
So now we can pass in this area, too, and then we can go and be the inside pass.
You can mark seem this real.
So.
The inside of the church in support of the slaves.
So the poor are not going to be seen as much.
All right.
So the spray marks, the prison marks, you know, now less on rough and see what we get, analysis
and much better results.
Let's make a similar work here as well and see what we get.
I don't like that symbol, but it's a.
We are stretching in this area.
So.
We need to fix that.
Scores.
Select the inside loop over here.
I wanted to.
I want to make it.
Separate.
So.
All right.
This law here.
And MAXINE and let's see what we get.
Shh, shh, shh.
Or remove some of the thrashings.
But still, we need to fix this.
This place over here.
I can add some seams over here, but I'm looking for the that that doesn't necessarily because this
seems over here because they're the kind they're going to be seen.
Maybe it's but the jacket is a single color.
So I don't think this is going to make this is going to be seen and can later on if it later on come
back and remove it, too.
So now the stretching is gone in here.
And I think.
I think this is fine.
We don't have any stretching.
This is fine.
So let's go.
And.
Practice to.
Some of this is packed, but this is way too big.
So let's see.
Shh, shh, shh, shh, shh, shh, shh.
She?
All right, that's fine.
The the using is not the to optimize.
And if you wanted to make it for a game or movie or anything, you need to be making it more optimized.
But the aim and my my goal is not to, like, go into the editing too much.
It is is another thing for itself.
Let's surely learn more about utilizing and how you need to manage your editor over here.
All right.
Because now this one is optimized.
It is taking too much of our space and we need to make it more more seams or connected seams over here
to, like, make this area
separated.
And then we have more space.
All right.
Because we are like giving this one jacket, one texture set.
All right.
This is going to be fun, right?
This person game.
And now we're done with the jacket.
But in games, you don't yet like the whole character.
For games, the whole character is just one material, one texture.
Right.
And then imagine you have to put all these all this.
You've made it okay for the body, all these.
And come on to the jacket with all these accessories in one fixture set in one square.
All right.
So that requires a skill, and you need to know how to.
Not to.
Do those those kinds of stuff advance, you think?
So let's go to this one over here.
So I'm going to select areas and I'm not going to be seen with this one.
All right.
And the area around this loop over here.
And I don't care about how it's going to look because these areas are not going to see because my aim
is just to make the character for
for showing to other people.
And this guy is not going to be for for production.
It is not important to me that maybe it has.
It does veer, it seems and all that.
So but you need to make sure that if you want it to make it for other purposes, you need to be more
precise in this speech.
Well, it's on Rabbit to see what we get.
That is pretty cool.
Since.
She's.
This area is a little bit stretched.
So let's try and select this look for here and see it.
And that's right.
I'll wrap it to see if.
Yeah.
Fix the problem over here and yeah.
So we don't have any searching here.
Seems I want to remove this one over here though, because this is the part that is going to be seen.
So delete clear scheme.
So we're up with the gain.
So this area needs to be at least a bit
separated and then wraps.
So this marks seam and we're open again and now this is there's no stretch that is good for us.
So the whole purpose is to make it not a stretch and it seems that are not going to be seen.
We'd see it with as little seems as possible a little bit because the whole jacket over here to just
these parts, these parts and this parts are going to be seen.
All right.
So far, I don't care about these parts, so I just want to hear that quickly.
And it seems to displace the now this is good.
So this packet really not packing.
Packing is not necessary because as I said, we are assigning each object one material and that is making
make it so much more easy.
If this goes to pants, the shorts are here and let's make a seam in this area.
This is.
Then let's make a scene.
In the in this area in the middle of the middle parts, the inside ports.
Oh, that's all right.
That's.
Okay.
That's good enough for me.
So you can also try.
It was also tried to remove the seams over here and see what we get because these seams might be visible.
So now it's better.
As you can see, we have a floor here and there is no stretch and that is what we want.
Let's see the backside back.
So that is.
This is quite good.
And we can also to clear these and see what we get.
So it's clear these.
Let's see what we get.
No, I don't like that, because they made it a bit more stress.
We can what we can do, we can select a few of these edges in the back.
Mark Smith And then I'll repeat to.
No.
So let's.
Let's go back.
Dear.
All right.
That's good.
So that's tracking.
And then go to the next one.
Let's go to the belts.
And.
It's just.
Let's just press you and press.
Q projection.
See what we get.
You need to change shape, change it to greet
you and or a
new cue projection
on you.
That's good.
So, as you can see, we don't need.
Except for these areas.
So this one is pretty simple.
I'm just going to do it.
Select this loop.
Mark seems so like this loop.
Mark seemed so loop in the back.
Mark seem so loopy in his sights.
Mark seen.
And then it's all rapids.
And now we get the results.
All right, let's get out of this one and
not sure about this one.
And let me add them to the to the shoelaces material, because this assignment was filled with this
one.
It just doesn't make sense.
So maybe.
Maybe just call it down for this.
This thing over here.
Make them near the belts either.
And then.
This commitment now.
So as.
Let's have them here for now.
Select these over here and then go right click convert to convert to mesh.
Now they are a mesh.
Now we can go ahead and or the minimal phrase applied so so now we have a mesh let's link the material
things material and now we can go and unwrap this as well.
So unwrap it.
Let's do a.
Smart TV projects.
I did a real good job, so.
But now we have to select them both.
They are in the same texture set.
As you can see, they should not.
Be on sugar.
So they pack the packet and they are packed in one Texas.
Or we can also use the solid form of the file for this one so we forget about this and then for this
one, really pretty simple.
Q Over here.
Okay.
There's also the material over here and then go to edit mode, select all of this, I'll just go to
edit.
So let them all again and then patch again.
And now they are projecting to different locations.
So let's apply the so the fine modifier because it is going to make a double face.
So don't make another face.
Right.
So we need to apply it because after using, we really want to texture it.
They need to be separate.
So this person has one to me was I guess you can see it's a new.
It is.
There he is.
And then select these will select them all and pack.
Now they are packs.
So now we have it done with the with this one.
Let's go ahead and.
I'll wrap this one as well.
Let's play this shrink wrap and let's see if you need more.
Solidify.
Shh, shh, shh, shh, shh, shh, shh, shh.
All right, sir.
Let's apply with urgency to mesh.
For this one to visual geometry to mesh.
Let's see if we need more thickness in here.
She?
And.
Score here and select this loop and distal to a press control.
B But I actually lost the other loop over here, so add two loops over here.
So want to make the edges more sharp?
I want to make that just more sharp.
Oh, let's go out of it and enable solidified to see what we get.
And now as you can see, we have sharper edges in these areas.
So it's going to adjust the solidifying modifier.
She?
Let's look over here as well.
All right, let's see it from a distance.
And I think that's fine with us.
Fly these wounds solidify and then we can keep this as a place subdivision here first and then apply
the solidify.
We can keep the subdivision a little.
So now the school and the union rep this.
Immune Response project.
Okay.
And this is quite fine.
Union rather science project.
Okay.
All right.
So now the school here to the shoes, the last words.
And we need to wrap the shoes right now.
So let's go one by one.
These objects.
I press shift edge to hide everything else.
Let's select the area that is not going to be seen.
This marks this area.
And now let's go ahead and
select these ones.
This area also is not going to be seen, so just kind of selected and then works well to suppress all
this.
And the ref, because we have Myanmar for this is much easier.
We don't how to do it to the other side.
All right.
That's good.
Let's go to the other parts.
Go to.
These parts are here and.
Let's go to multiple parts.
This one.
And this one.
So received each too hard for us.
We don't need.
Now we need to select the loops because we made them.
It solidifies quite easy.
So these loops around the objects and then select the loops here marks seem so like the loops for this
one.
Mark seem.
Shh, shh, shh, shh, shh, shh, shh.
As you can see, we are separating faces right now.
He's.
Shh, shh, shh, shh, shh, shh, shh, shh, shh.
It's.
Or is this all?
Now let's honor Upham and see what we get.
If you need to add or remove themes.
As you can see of the scene in the areas that are not going to be seen.
I know these faces look good to me.
They're not stretchers and we don't see seams in this area that thought maybe they would get stretched
so we can clear it.
Just change, right?
Clear it and then, ah, open the can to see the changes.
It's not going to make no changes, so I'm going to keep it like that.
And then in these areas there are no stretched areas.
So yeah, that's good.
So now we're done with unwrapping the shoe.
Uh, we, we need to do one more, you know, wrapping, and that is.
The shoelaces.
So let's shift that and let's press you smart, you project.
Okay.
Now let's go and see if we see any stretches.
Because sometimes like this or here or this or here, it doesn't.
You didn't do a good job.
You'll be projecting.
So let's increase the angle and scale to balance to see if we get better results.
Well.
Yeah well again in these areas some very good so the best thing maybe be just do it manually over here.
Shh.
So just on Russia to see how looks with this Samsung, they seem to work.
So let's do the same thing for all the other things over here.
Although there are shoelaces.
She?
All right, select all of you are up
there.
Quick, quick.
We didn't wrap this one story too quickly.
And as you can see, it's just something you need to experiments and see that these ones don't be too
stretched and too to unwrapping for yourself to see how it looks on all the
shoots and using a grid like this.
So this is for tests and enable us to see if any of these shapes over here is pluses stretched or not.
All right, let's go out of the motel now.
We're done with you.
Can wrapping things or us into pockets to remain.
All right.
Quickly to the pockets.
Let's first apply this widely first and then let's go to rapping.
So like this loop Mark seemed.
She says
this union rep it's a civil we get oh, you get a good result but I think I don't want to add material
like I have another material for this one seems.
Well, not actually they're the same material, so that's good.
So this one, it doesn't need a thing because we're going to we just want to add simple material.
So these two are in the same rotation.
So we need to select them both good and more selective.
All impact them so they don't interact with each other in the two or three reports.
But.
All right, let's get out of the edit mode.
And now I think we are done with you.
We are wrapping.
And for example, here, as you can see with you see the seam.
All right.
Usually the lender or any tax sharing software can handle these kinds of seams, especially that we
are not going to add too much detail in this area.
In this area, we are going to make the look on all the buttons because this area is not going to be
even seen.
All right.
That this area is going to be seen.
But we have so many areas that are not going to be seen, we can just delete these.
And I'll repeat again to see what we get.
And that is quite good.
So we don't really need a seam.
And that is really good because that area we were seeing that area.
Let's go ahead and pack it again and we are done.
So now there's a good thing to have these grades.
It will show us what problems we might have with combination with the youth as an adult.
You can have.
Very error free using and texturing experience.
All right.
So now that you're done with feeling and be assured that this texture is not stretching, you can go
ahead and remove the the shader in this area sings Artis areas or here.
But I think one that can handle it.
We can remove some of these to see the experiment, to see how it will affect the whole thing.
So this, again, as you can see, we have some.
Some of these areas were here.
So we really don't have any choice right now.
Unless we are out of the loop in this area.
Marks it, and let's see if it changes the flow now
or that's another.
Shh.
She?
Hospitable.
In the process of protection because we are emboldened and as one of the very good things about wonder
in other softwares, you have to export your model and then go to other softwares like Substance Painter,
for example, which is for texturing only and under section there.
But because we are doing all of the all these things in texturing, we can always go back and adjust
our EUBIE So that's very good thing about Blender that makes things much more faster and it gives us
much more freedom and we can do things faster.
It retains you being very fast.
Uh.
Let me try and remove clear.
This seems to see.
Will we get now?
He's.
Persecuted, so we don't need them.
Shh.
So in these areas that seem to make this this is way too big.
I think we can add some seams in this area because this is the stitching parties were the two fabrics
are a stitch to each other and adding seams.
These areas is actually not going to make problems because we are going to hide it.
Unless you've been allowed to see the front face and see the changes.
So now, as you can see, we have a much better flow in the front of the jackets.
Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh.
There is no stretching, so, yeah, we have to go around and see objects.
So right now, here we have four of them.
Just clear the scene and no repetition, especially clear all these themes or hearing scenes.
It's.
She?
On this.
Wrap it now.
This area has a better flow.
This area, though, is a bit stretched and.
Not good.
But as I said, this is a stitching area for the two families that are going to stitch together.
So it's not going to make problems for us.
Hopefully.
All right, let's get out of the mode.
Unless I have another look.
That's our using.
Because it's better if you see problems now.
Rates are.
So later we would have a better experience in texturing.
It's at the hands.
Let's connect these two areas together and see what we get.
No.
So I'll do that.
But for now, it's a good
thing it's there.
Here, of course, in the fingers is stretching.
But I think it's not going to make us a problem.
It is going to be a little bit low risk here.
I think it's not going to be a problem.
We may come back and change a little bit in the finger area.
Some of the seems maybe at some seems over here.
But for now, it's a school of.
Or in this area.
As you can see, there is some stretch.
Let's see if we can fix it.
So remove these.
These areas can be seen.
So just remove these.
And I'll repeat again that there are some.
Some as over here we can add a seam in this side and rapids.
Rapids it's.
Maybe the seam in the edge.
All right.
This is something and at the same the something we did with the it are the same the stitching area over
here in
this market until this point.
Let's go to the other side and do the same thing.
So we need to connect these two together.
So the same.
We have separate areas now in these two places, but.
I think.
I think that's okay.
It's just.
It's.
We have a we have a solid color, red color in this area.
I think that's okay.
It's not going to make a problem for us.
Those packets tend to go out of the molds.
So one to.
Onto the latest material and link to this one
and.
And now let's
take them together.
Or we can undo that.
Actually, we have them separated.
It's going to make things much more much more easier.
So now they are separated and separate, and that's really all we're going to separately texture them.
So now that we are ready, we can.
She lets them run them with two with great texture.
It should look interesting.
We have lots of.
All right.
So now let's go to shading and remove each one of these
over here, because now you're done with.
It's using.
And don't forget to save.
We don't want these over here.
This texture is now useless.
She's.
Each.
Shh, shh, shh.
All right, so now we are done with you ing and the next part, this starts doing the texturing of our
character.
So until next time, goodbye.