1 00:00:00,910 --> 00:00:02,500 Hello and welcome back us. 2 00:00:02,560 --> 00:00:13,220 So let's start the European process and the Scottish shading for let's go to you don't wrapping you 3 00:00:13,220 --> 00:00:26,500 get the thing and then let's click on new and make your tests union rep so you want to test that the 4 00:00:26,500 --> 00:00:28,780 width and height doesn't matter. 5 00:00:29,500 --> 00:00:30,990 Let's do generalizing. 6 00:00:31,000 --> 00:00:33,880 So I have two colored great press. 7 00:00:33,880 --> 00:00:34,360 Okay. 8 00:00:35,590 --> 00:00:44,350 Or actually this sets it to because it's much easier to say to great to see better fit any offer of 9 00:00:44,770 --> 00:00:47,350 the texture is a stretch or not. 10 00:00:48,190 --> 00:00:57,290 So next we have to go to shape things, then go to objects, and then one by one we have to click on 11 00:00:57,340 --> 00:01:05,379 the character, click on the principal because the F and while we have no drawing or on press control 12 00:01:05,379 --> 00:01:08,390 T, it will add an image texture. 13 00:01:08,440 --> 00:01:12,190 Then from the image texture, we have to choose test. 14 00:01:12,670 --> 00:01:13,030 All right. 15 00:01:14,770 --> 00:01:20,860 And then if you go to the material, preview it. 16 00:01:22,900 --> 00:01:29,340 It will show nothing because we have not on rough character. 17 00:01:29,480 --> 00:01:30,730 This is not a rats. 18 00:01:31,390 --> 00:01:36,910 So first, let's just copy and paste this tapes to all the other materials. 19 00:01:37,450 --> 00:01:40,930 So I want to copy and paste all these materials over here. 20 00:01:44,170 --> 00:01:47,050 So call campus and walk in. 21 00:01:51,040 --> 00:01:51,940 Texture note. 22 00:01:55,890 --> 00:01:56,520 For this one. 23 00:01:56,520 --> 00:01:57,360 We're not going to do this. 24 00:01:57,510 --> 00:02:00,870 This is a simple shapes, not proportions. 25 00:02:01,470 --> 00:02:02,580 How it's going to look. 26 00:02:11,300 --> 00:02:12,780 Shh, shh, shh. 27 00:02:13,970 --> 00:02:16,430 Let's apply the modifier. 28 00:02:19,740 --> 00:02:20,850 Four belts. 29 00:02:22,350 --> 00:02:25,560 Let's see if we need to change anything here. 30 00:02:30,920 --> 00:02:33,680 Realizing this works fine. 31 00:02:33,680 --> 00:02:34,390 The supplier. 32 00:02:35,290 --> 00:02:37,460 None of us copy the material. 33 00:02:41,990 --> 00:02:43,940 And this one, too. 34 00:02:45,920 --> 00:02:46,850 No, we're not. 35 00:02:46,850 --> 00:02:47,460 We don't need it. 36 00:02:47,480 --> 00:02:48,790 Because this is a simple --. 37 00:02:48,980 --> 00:02:50,060 This is a CubeSat. 38 00:02:51,230 --> 00:02:52,850 Pretty straightforward. 39 00:02:53,480 --> 00:02:57,050 You mean that they're going to have a simple UI? 40 00:02:58,640 --> 00:03:08,600 And then for the shoes shoe, if I remember, has a lot of materials. 41 00:03:10,810 --> 00:03:12,910 But we need to make one. 42 00:03:12,910 --> 00:03:16,180 So let's delete all these materials over here. 43 00:03:39,750 --> 00:03:40,560 One by one. 44 00:03:41,730 --> 00:03:44,190 Let's delete them and 45 00:03:46,830 --> 00:03:47,700 let's undo that. 46 00:03:48,150 --> 00:03:50,970 One of the red material over there. 47 00:03:51,180 --> 00:03:54,730 And then it's good to shoot material. 48 00:03:55,200 --> 00:03:58,910 Edit Most of our show select nothing and then go here. 49 00:03:59,030 --> 00:03:59,840 Present select. 50 00:03:59,850 --> 00:04:05,010 Now we know that this is applying this material to this over here. 51 00:04:06,150 --> 00:04:07,230 So the don't want that. 52 00:04:07,320 --> 00:04:11,490 Let's go over here and. 53 00:04:12,060 --> 00:04:12,810 Yeah, all right. 54 00:04:12,810 --> 00:04:19,110 So let's suppose l were here with tissue material, which is a wise material sign. 55 00:04:19,950 --> 00:04:23,640 Then go over here and go through it material and press this line. 56 00:04:24,600 --> 00:04:25,980 Let me go over here. 57 00:04:26,400 --> 00:04:31,920 And the new material, it's called H logo. 58 00:04:36,400 --> 00:04:36,730 Okay. 59 00:04:37,960 --> 00:04:41,720 And this, like, loco needs to be black. 60 00:04:55,320 --> 00:05:03,960 And then this one soon has to be a red color for its owner to be separate, because all these were here 61 00:05:04,940 --> 00:05:09,360 of the same same kind of material. 62 00:05:09,570 --> 00:05:14,220 And later in American architecture, they're going to get the same texture. 63 00:05:14,700 --> 00:05:17,730 But this one needs to have a different material. 64 00:05:17,730 --> 00:05:20,070 So this are the different material over here. 65 00:05:20,550 --> 00:05:25,670 Select the sign and click on anything like. 66 00:05:25,680 --> 00:05:28,680 So this is also going to be 67 00:05:31,590 --> 00:05:32,280 with color. 68 00:05:46,370 --> 00:05:48,980 And these are going to have their own materials. 69 00:05:55,350 --> 00:05:58,140 New Shoelace. 70 00:06:05,970 --> 00:06:06,230 She? 71 00:06:10,770 --> 00:06:11,670 Let's assign them. 72 00:06:13,920 --> 00:06:15,180 I think we're good now. 73 00:06:16,740 --> 00:06:17,760 So now we have. 74 00:06:20,550 --> 00:06:21,570 We have the sign. 75 00:06:23,070 --> 00:06:27,390 Every one of these, the texture. 76 00:06:28,110 --> 00:06:33,150 So let's go and select all of the texture for now. 77 00:06:35,510 --> 00:06:35,700 Shh. 78 00:06:36,230 --> 00:06:36,470 Shh. 79 00:06:38,500 --> 00:06:38,730 Shh. 80 00:06:39,250 --> 00:06:39,540 Shh. 81 00:06:42,630 --> 00:06:42,960 All right. 82 00:06:44,340 --> 00:06:53,910 Now that we have added this, all of our materials over here, I'm going to leave this one to the last. 83 00:06:54,360 --> 00:06:58,740 Not sure if I'm going to keep it or I want to change it. 84 00:06:59,100 --> 00:07:00,210 For now, it's a curve. 85 00:07:00,210 --> 00:07:05,310 So I'm not going to assign a material, but let's go for it to the body. 86 00:07:05,580 --> 00:07:14,990 And if we go to editing over here and if you go to material preview, you can see that because this 87 00:07:15,000 --> 00:07:21,060 is not it is not so wrapped. 88 00:07:21,060 --> 00:07:22,950 It looks pink. 89 00:07:23,100 --> 00:07:23,490 All right. 90 00:07:23,940 --> 00:07:27,990 So let's select all and press you and then wrap it. 91 00:07:30,000 --> 00:07:32,420 Let's press you smart TV on Rabbit. 92 00:07:33,180 --> 00:07:34,290 And as you can see. 93 00:07:37,890 --> 00:07:39,400 I have made a big mistake. 94 00:07:39,420 --> 00:07:41,730 We change it to the test. 95 00:07:41,730 --> 00:07:45,300 But this is actually on total close on total 96 00:07:49,140 --> 00:07:50,830 selection three. 97 00:07:52,140 --> 00:07:53,910 I will change it to create. 98 00:07:56,110 --> 00:07:58,090 All of these need to be great. 99 00:08:09,930 --> 00:08:11,580 Shh, shh, shh, shh. 100 00:08:15,020 --> 00:08:15,340 Shh. 101 00:08:16,100 --> 00:08:16,380 Shh. 102 00:08:18,800 --> 00:08:19,300 She's. 103 00:08:22,790 --> 00:08:23,030 All right. 104 00:08:23,840 --> 00:08:26,300 Now, let's go back to the movie editing. 105 00:08:26,780 --> 00:08:34,159 And now, as you can see, this is an reps, but not correctly. 106 00:08:34,169 --> 00:08:42,740 As you can see, uh, this is stretched and all these areas of research not good for us. 107 00:08:43,190 --> 00:08:46,740 So this is not doing the right thing because we did the exposure. 108 00:08:46,910 --> 00:08:49,190 It's our self. 109 00:08:49,190 --> 00:08:51,950 This is going to be very pretty straightforward. 110 00:08:52,430 --> 00:09:07,310 Let's select this and you press you work seam now let's go over here around the neck receivers you mark 111 00:09:07,310 --> 00:09:07,730 seam. 112 00:09:10,110 --> 00:09:13,490 Let's go over here and. 113 00:09:16,690 --> 00:09:17,380 Markets. 114 00:09:17,740 --> 00:09:23,560 Until this points to the middle of the points and you mark seem. 115 00:09:27,450 --> 00:09:27,780 Okay. 116 00:09:29,070 --> 00:09:34,110 And then let's go and select this loop. 117 00:09:34,410 --> 00:09:44,460 You, MAXINE, go all the way from this one, the middle side of the of the arm, all the way to this 118 00:09:44,460 --> 00:09:47,370 side and connect it to here. 119 00:09:47,850 --> 00:09:49,530 And then you, Mark, see 120 00:09:52,320 --> 00:09:53,910 then, because 121 00:09:56,520 --> 00:09:58,470 are we going to select one over here? 122 00:09:58,470 --> 00:10:02,850 So make sure is selected you, MAXINE. 123 00:10:04,410 --> 00:10:04,640 All right. 124 00:10:04,740 --> 00:10:14,880 While these seams are selected, can go to select select mirror key doesn't select the mirror selects. 125 00:10:21,470 --> 00:10:22,490 So it looks similar. 126 00:10:25,810 --> 00:10:27,970 Shh, shh, shh, shh. 127 00:10:32,630 --> 00:10:36,290 I select murders over the school here as well. 128 00:10:39,320 --> 00:10:46,610 And seen the medial side of the hand go all the way up. 129 00:10:51,160 --> 00:10:53,510 You connected to here? 130 00:10:54,860 --> 00:10:55,460 I've seen. 131 00:10:57,480 --> 00:10:59,630 Let's go over here and. 132 00:11:02,230 --> 00:11:03,040 Let us. 133 00:11:05,920 --> 00:11:08,500 So like this loop round. 134 00:11:10,870 --> 00:11:12,370 And then last seen. 135 00:11:15,840 --> 00:11:20,690 So like this area around the ankles. 136 00:11:22,330 --> 00:11:23,310 Mark seen? 137 00:11:28,880 --> 00:11:33,950 Isolate the middle parts of the foods or here. 138 00:11:35,620 --> 00:11:43,240 And so the smoke scene right now, we have selected the important parts we can go. 139 00:11:43,240 --> 00:11:57,700 And so the middle line of the backport to an extreme analysis select all and of you are up to see what 140 00:11:57,700 --> 00:11:58,300 we get now. 141 00:11:59,020 --> 00:12:00,700 Now as you can see much better. 142 00:12:12,230 --> 00:12:14,480 Let's enable life on ramp. 143 00:12:16,100 --> 00:12:21,680 And now, you know, we don't have any problems in the leg, in the foot. 144 00:12:21,710 --> 00:12:33,590 We if you wanted to have the foot, you have to select all these areas in the sole or to make a seam 145 00:12:34,100 --> 00:12:35,180 and then unwrap it. 146 00:12:35,180 --> 00:12:37,250 It would give you better results. 147 00:12:37,910 --> 00:12:43,280 But because I don't care about the foot for his character, I'm not going to try to unwrap it. 148 00:12:44,630 --> 00:12:48,590 Then we have to go for the hand to the wrapping for the hand. 149 00:12:49,520 --> 00:12:56,300 But for now, I think the head might need a little bit of more wrapping over here. 150 00:12:56,300 --> 00:13:02,510 So let's add some seams in this area. 151 00:13:10,520 --> 00:13:10,880 All right. 152 00:13:11,450 --> 00:13:19,100 And Mark Simmons, let's go a little bit further to the head. 153 00:13:19,970 --> 00:13:23,540 Mark Smith, what's on repeat now to see what we get for the head. 154 00:13:26,380 --> 00:13:26,580 No. 155 00:13:26,680 --> 00:13:27,370 Much better. 156 00:13:28,180 --> 00:13:31,180 Let's all wrap this area to this connector. 157 00:13:31,180 --> 00:13:34,750 Mark seen and I'll wrap. 158 00:13:35,290 --> 00:13:37,190 This is much better here as well. 159 00:13:38,170 --> 00:13:40,020 Not going to not die is going to matter. 160 00:13:40,030 --> 00:13:41,470 This is not going to be seen. 161 00:13:41,710 --> 00:13:42,760 But anyways. 162 00:13:47,120 --> 00:13:48,990 All right. 163 00:13:49,500 --> 00:13:50,070 That's good. 164 00:13:50,080 --> 00:13:52,260 So let's go to the hands over here. 165 00:13:53,490 --> 00:14:04,530 And for the hands, we need to make some seams in this area, around the back and the front of the hand. 166 00:14:04,920 --> 00:14:17,400 So let's go over here and let's selects these edges and go all the way to the side of the hand. 167 00:14:21,190 --> 00:14:22,810 The monks seem them for now. 168 00:14:25,650 --> 00:14:27,570 And we need to go this direction. 169 00:14:27,570 --> 00:14:31,260 So this is the direction we need to go for the hand. 170 00:14:34,750 --> 00:14:35,230 James. 171 00:14:37,690 --> 00:14:37,870 It's. 172 00:14:43,770 --> 00:14:44,240 This is. 173 00:14:46,290 --> 00:14:47,280 What seem. 174 00:14:49,280 --> 00:14:49,670 She's. 175 00:14:55,700 --> 00:15:05,510 Mark seen with this seems we are turning these planes, these faces into the T to the image. 176 00:15:05,510 --> 00:15:07,760 And you can see over here. 177 00:15:08,600 --> 00:15:11,630 So we are wrapping them around. 178 00:15:17,230 --> 00:15:22,780 Like filling them into this image to use it in a texturing. 179 00:15:24,520 --> 00:15:27,670 Without this, without unwrapping a chance. 180 00:15:29,050 --> 00:15:31,060 So the texture and our process. 181 00:15:37,840 --> 00:15:38,090 It's. 182 00:15:47,990 --> 00:15:49,460 Shh, shh, shh. 183 00:16:47,320 --> 00:16:47,690 Okay. 184 00:16:54,130 --> 00:16:56,270 Well, it's more extreme, this area. 185 00:17:06,510 --> 00:17:13,740 And as you can see, the fur on the back of the arm are separated up again. 186 00:17:13,960 --> 00:17:15,060 So we'll get. 187 00:17:23,470 --> 00:17:23,710 All right. 188 00:17:23,710 --> 00:17:26,020 That's good because. 189 00:17:30,610 --> 00:17:33,430 The character doesn't have too many details in this area. 190 00:17:35,290 --> 00:17:37,090 This is looking fine. 191 00:17:37,090 --> 00:17:39,010 We can always select. 192 00:17:42,320 --> 00:17:45,440 Go to faces and select this face. 193 00:17:45,440 --> 00:17:47,810 And as you can see, we can see the hand over here. 194 00:17:48,530 --> 00:17:53,360 You can always scale it up to gets more resolution if you want. 195 00:17:53,960 --> 00:17:58,300 So this is all as you can see, we have more resolution in these areas now. 196 00:18:14,440 --> 00:18:15,090 All right. 197 00:18:15,190 --> 00:18:19,620 I think we are done with this one. 198 00:18:19,630 --> 00:18:21,820 We have to come back and set this one. 199 00:18:25,410 --> 00:18:35,100 So they are U.V. trapping seen over here where the manual way is to select them with L and we g move 200 00:18:35,100 --> 00:18:45,780 them around press r and you have to just do some like management that put them over here and then put 201 00:18:45,960 --> 00:18:48,210 this back over here. 202 00:18:48,480 --> 00:18:51,270 Everything is appropriate. 203 00:18:51,420 --> 00:18:53,220 So let's see this one. 204 00:18:54,960 --> 00:18:59,490 Let's check if we need another scene in this area. 205 00:19:07,670 --> 00:19:12,110 So I think was at one of their senior. 206 00:19:42,070 --> 00:19:42,950 Well, listen, wrap. 207 00:19:46,920 --> 00:19:51,550 And now we have better flow, whether you is in the lake area. 208 00:19:51,970 --> 00:19:57,880 So I have to transfer the seams over here to the other side. 209 00:19:58,420 --> 00:20:01,300 Let me go to select similar as it seems. 210 00:20:04,420 --> 00:20:05,170 Select all. 211 00:20:05,170 --> 00:20:07,110 Select similar. 212 00:20:07,120 --> 00:20:08,380 So this seems. 213 00:20:20,570 --> 00:20:22,580 All right, now this seems our selected. 214 00:20:23,600 --> 00:20:23,930 Shh. 215 00:20:24,650 --> 00:20:26,240 Let's go to sleep. 216 00:20:26,630 --> 00:20:27,110 You're. 217 00:20:28,220 --> 00:20:28,510 Shh. 218 00:20:33,590 --> 00:20:34,970 Shh, shh, shh, shh. 219 00:20:35,870 --> 00:20:36,140 Mm hmm. 220 00:20:38,960 --> 00:20:46,550 There was a way to select because we have a mirrored character here. 221 00:20:46,550 --> 00:20:47,930 We have a symmetry skater. 222 00:20:49,560 --> 00:20:51,970 You could select sleek new thread. 223 00:20:52,040 --> 00:20:53,570 Now, it doesn't work to. 224 00:21:17,600 --> 00:21:18,830 Well, it doesn't work. 225 00:21:18,830 --> 00:21:20,930 It seems so. 226 00:21:21,410 --> 00:21:25,850 Let's with my Norwegian fiancee to the hand of the other side to gain. 227 00:21:28,170 --> 00:21:28,470 All right. 228 00:21:29,430 --> 00:21:30,810 You have to do the handshaking. 229 00:21:37,020 --> 00:21:37,470 Or. 230 00:21:44,150 --> 00:21:45,440 You can delete. 231 00:21:47,730 --> 00:21:59,100 One side, we have more tourists so that you can also delete one site or delete the whole one side when 232 00:21:59,100 --> 00:22:05,020 your give you on wrapping while you are in the extreme one. 233 00:22:05,550 --> 00:22:06,990 All right, select one side. 234 00:22:06,990 --> 00:22:08,870 Our character is symmetries. 235 00:22:09,180 --> 00:22:15,780 You should be to make sure that it is you're not selecting wrong. 236 00:22:17,310 --> 00:22:24,490 Phrases like, for example, here, this one should not be selected and then to on them at the moment. 237 00:22:24,510 --> 00:22:29,310 So that because we have a motor is not going to do that. 238 00:22:29,520 --> 00:22:31,260 Let's go and. 239 00:22:33,680 --> 00:22:34,730 Through the hands now. 240 00:23:38,960 --> 00:23:49,580 As I said before, we are going to texture this time because the whole process of texturing is we actually 241 00:23:49,580 --> 00:24:01,060 color and to the image and then this to the image which the faces of our character are like sitting 242 00:24:01,250 --> 00:24:02,750 on this image. 243 00:24:03,620 --> 00:24:09,440 This is going to reflect the 3D image to the character. 244 00:24:10,640 --> 00:24:18,620 So now we have to unwrap it and make it ready for texturing. 245 00:24:21,550 --> 00:24:22,030 It's just. 246 00:24:25,880 --> 00:24:33,410 The automatic tools of using wrapping works for simple objects, but it doesn't work for organic objects 247 00:24:33,410 --> 00:24:36,320 like the human character. 248 00:24:37,910 --> 00:24:39,530 You actually never walk 249 00:24:44,270 --> 00:24:47,180 unless you want to protect it from you. 250 00:24:47,780 --> 00:24:50,420 Maybe you just want it for one view. 251 00:24:50,960 --> 00:24:55,310 You can just go ahead and press all reasonable. 252 00:24:55,320 --> 00:24:56,840 You want it to be. 253 00:24:57,700 --> 00:25:02,940 You have set your camera like this angle and you want it just to be in this which you didn't just press. 254 00:25:02,960 --> 00:25:07,580 You press all press and project from view from this view. 255 00:25:07,580 --> 00:25:09,800 And only this view is going to work. 256 00:25:10,430 --> 00:25:15,230 Your texture is going to walk, and it's not going to stretch, but only from this view. 257 00:25:15,230 --> 00:25:18,590 Because if you turn it around, all these areas are going to be stretched. 258 00:25:19,370 --> 00:25:23,690 What you want is for just one image viewing, two for just one image. 259 00:25:23,870 --> 00:25:24,860 You can try that. 260 00:25:25,730 --> 00:25:26,750 Let's select all in. 261 00:25:26,750 --> 00:25:29,440 All right now to see what we get. 262 00:25:30,570 --> 00:25:32,310 Shh, shh, shh, shh. 263 00:25:34,320 --> 00:25:34,550 Shh. 264 00:25:37,980 --> 00:25:40,390 Let's make sure that these are separate faces. 265 00:25:42,670 --> 00:25:42,970 Yeah. 266 00:25:43,210 --> 00:25:49,330 As you can see, we have four hands or four spaces of hands and that's good. 267 00:25:49,570 --> 00:25:59,470 So one of the things I wanted to show you is this other one called EUV on EUV Purchaser Associates on 268 00:25:59,470 --> 00:26:00,040 Google. 269 00:26:00,130 --> 00:26:05,150 And if you go to Gum Road, I believe it's on Montgomery. 270 00:26:05,980 --> 00:26:13,240 There's a free version over here or there that you can download the preference add ons other than you 271 00:26:13,240 --> 00:26:13,540 have. 272 00:26:13,540 --> 00:26:18,100 It's in this area, it's the only house in your reality. 273 00:26:18,430 --> 00:26:23,350 ED So make sure you don't have it in object mode or any other mode. 274 00:26:24,640 --> 00:26:26,560 And this other thing is amazing. 275 00:26:26,560 --> 00:26:28,380 So select all of these. 276 00:26:28,600 --> 00:26:29,080 All right. 277 00:26:29,260 --> 00:26:34,540 And all you have to do is go and press pack, all right. 278 00:26:34,540 --> 00:26:41,020 And then it says pack and done in a short amount of second in some some seconds and years. 279 00:26:41,020 --> 00:26:43,100 You can see the result is amazing. 280 00:26:43,100 --> 00:26:45,430 You just packed the islands for us. 281 00:26:45,670 --> 00:26:47,710 You didn't need to do anything. 282 00:26:47,950 --> 00:26:56,290 So before we had to manually select all these islands and go and place them and then set this islands 283 00:26:56,290 --> 00:26:57,010 in this image. 284 00:26:57,010 --> 00:26:57,490 Right. 285 00:26:57,490 --> 00:26:58,150 But now. 286 00:26:59,470 --> 00:27:04,510 It has amazingly put all this violence into place. 287 00:27:05,020 --> 00:27:09,070 You always select to validate you also. 288 00:27:09,100 --> 00:27:12,040 So it has found two valid phases. 289 00:27:14,110 --> 00:27:21,790 It means that these two areas are connected to each other, touching each other. 290 00:27:22,390 --> 00:27:24,460 And this is the hand area. 291 00:27:24,550 --> 00:27:27,520 Since the dawn of the fingers. 292 00:27:28,870 --> 00:27:31,390 We should be able to see it over here as well. 293 00:27:33,400 --> 00:27:36,250 Yet this area, these two areas are connecting. 294 00:27:36,880 --> 00:27:40,150 All we have to do, we have we have some options over here. 295 00:27:40,150 --> 00:27:43,270 Grab this real experience we can pick. 296 00:27:43,420 --> 00:27:44,230 Relax. 297 00:27:45,070 --> 00:27:45,400 All right. 298 00:27:45,400 --> 00:27:46,270 That was too much. 299 00:27:46,270 --> 00:27:49,650 Set the stress down, all right? 300 00:27:49,810 --> 00:27:50,530 Is too much. 301 00:27:50,560 --> 00:27:56,080 Let's split press and grab and then we can grab it. 302 00:27:57,100 --> 00:27:59,400 Or we can actually do. 303 00:27:59,410 --> 00:28:00,640 We can actually. 304 00:28:08,210 --> 00:28:08,480 Hmm. 305 00:28:10,040 --> 00:28:13,040 I mean, this figure is interesting. 306 00:28:13,940 --> 00:28:14,690 So this. 307 00:28:18,580 --> 00:28:20,620 Use some of these tools over here. 308 00:28:24,120 --> 00:28:26,610 Bring the register with. 309 00:28:28,530 --> 00:28:36,840 With F this and we're done now with grab, you can grab the vertices and now they're separate and now 310 00:28:36,850 --> 00:28:37,560 we're good to go. 311 00:28:37,560 --> 00:28:41,730 So let's, let's do another validation. 312 00:28:44,540 --> 00:28:47,240 Or these two faces seems to be. 313 00:28:58,770 --> 00:29:00,060 Interacting with each other. 314 00:29:05,560 --> 00:29:05,800 Okay. 315 00:29:05,800 --> 00:29:07,510 Let's unwrap it again. 316 00:29:07,920 --> 00:29:08,860 So we get. 317 00:29:11,790 --> 00:29:14,220 And then let's attack it again. 318 00:29:15,300 --> 00:29:17,130 This validates so. 319 00:29:19,640 --> 00:29:21,740 You have seen problems here. 320 00:29:53,320 --> 00:29:55,230 This site is to. 321 00:30:06,290 --> 00:30:09,950 Let's select these two vertices over here. 322 00:30:10,710 --> 00:30:11,750 Let's match them. 323 00:30:33,800 --> 00:30:40,160 Now they are made to see as well as fix the problem here. 324 00:30:41,270 --> 00:30:43,970 So these faces seems to be. 325 00:31:08,750 --> 00:31:09,600 Fix the problem. 326 00:31:11,560 --> 00:31:16,690 So maybe they were too close to each other. 327 00:31:16,720 --> 00:31:19,260 I guess the small problem was fix. 328 00:31:19,750 --> 00:31:21,730 That's the good thing about these other issues. 329 00:31:21,730 --> 00:31:22,700 Those are the problems. 330 00:31:22,700 --> 00:31:25,990 So we don't have to deal with them later because the media is 331 00:31:29,050 --> 00:31:30,190 doing texturing. 332 00:31:31,840 --> 00:31:38,050 These can the problems occur and we might find some errors while we are adding colors and painting and 333 00:31:38,050 --> 00:31:38,350 all that. 334 00:31:39,220 --> 00:31:40,630 So let's go to. 335 00:31:42,660 --> 00:31:43,050 All right. 336 00:31:43,380 --> 00:31:46,470 Now we are done with the party over here. 337 00:31:47,040 --> 00:31:48,450 Let's go to the other parts. 338 00:31:48,660 --> 00:31:49,680 Let's go to 339 00:31:53,370 --> 00:31:54,420 the jacket over here. 340 00:31:55,410 --> 00:32:00,300 I'm going to solo mode and that is mode. 341 00:32:01,050 --> 00:32:02,430 And I want to make. 342 00:32:04,650 --> 00:32:07,680 So let's look over here. 343 00:32:08,250 --> 00:32:08,520 Yeah. 344 00:32:09,210 --> 00:32:10,500 And then the marks seem. 345 00:32:16,060 --> 00:32:18,040 Let's honor up and see what we get. 346 00:32:22,140 --> 00:32:22,340 All right. 347 00:32:22,420 --> 00:32:26,990 So now the sleeve area is stressed. 348 00:32:27,010 --> 00:32:29,740 So I'm going to select the around the. 349 00:32:35,730 --> 00:32:37,020 Around the slip area. 350 00:32:44,210 --> 00:32:44,440 It's. 351 00:33:01,840 --> 00:33:02,100 She's. 352 00:33:09,120 --> 00:33:13,650 And Maxime, let's try sloth mirror Mira. 353 00:33:13,650 --> 00:33:23,940 Now, if it works, doesn't work, just select this loop over here now. 354 00:33:24,570 --> 00:33:26,610 All right, this is a complete loop, so that's good. 355 00:33:27,420 --> 00:33:35,820 So now we can pass in this area, too, and then we can go and be the inside pass. 356 00:33:36,750 --> 00:33:39,060 You can mark seem this real. 357 00:33:39,060 --> 00:33:39,420 So. 358 00:33:43,240 --> 00:33:48,440 The inside of the church in support of the slaves. 359 00:33:49,160 --> 00:33:52,520 So the poor are not going to be seen as much. 360 00:33:53,600 --> 00:33:53,990 All right. 361 00:33:54,440 --> 00:34:01,290 So the spray marks, the prison marks, you know, now less on rough and see what we get, analysis 362 00:34:01,410 --> 00:34:02,540 and much better results. 363 00:34:17,580 --> 00:34:20,699 Let's make a similar work here as well and see what we get. 364 00:34:25,020 --> 00:34:29,190 I don't like that symbol, but it's a. 365 00:34:32,989 --> 00:34:34,730 We are stretching in this area. 366 00:34:34,730 --> 00:34:35,060 So. 367 00:34:41,500 --> 00:34:42,760 We need to fix that. 368 00:34:56,110 --> 00:34:56,530 Scores. 369 00:34:56,530 --> 00:34:58,990 Select the inside loop over here. 370 00:35:00,640 --> 00:35:01,330 I wanted to. 371 00:35:01,450 --> 00:35:02,530 I want to make it. 372 00:35:04,180 --> 00:35:05,050 Separate. 373 00:35:08,080 --> 00:35:08,830 So. 374 00:35:14,350 --> 00:35:14,640 All right. 375 00:35:14,640 --> 00:35:15,630 This law here. 376 00:35:15,630 --> 00:35:18,420 And MAXINE and let's see what we get. 377 00:35:20,680 --> 00:35:21,870 Shh, shh, shh. 378 00:35:22,540 --> 00:35:24,720 Or remove some of the thrashings. 379 00:35:24,720 --> 00:35:27,840 But still, we need to fix this. 380 00:35:28,020 --> 00:35:29,100 This place over here. 381 00:35:30,060 --> 00:35:38,280 I can add some seams over here, but I'm looking for the that that doesn't necessarily because this 382 00:35:38,280 --> 00:35:41,900 seems over here because they're the kind they're going to be seen. 383 00:35:42,150 --> 00:35:48,330 Maybe it's but the jacket is a single color. 384 00:35:48,330 --> 00:36:00,090 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 385 00:36:00,090 --> 00:36:02,550 back and remove it, too. 386 00:36:03,480 --> 00:36:06,690 So now the stretching is gone in here. 387 00:36:07,620 --> 00:36:09,360 And I think. 388 00:36:12,780 --> 00:36:13,760 I think this is fine. 389 00:36:13,890 --> 00:36:15,340 We don't have any stretching. 390 00:36:16,350 --> 00:36:17,040 This is fine. 391 00:36:17,370 --> 00:36:17,970 So let's go. 392 00:36:17,970 --> 00:36:18,510 And. 393 00:36:20,860 --> 00:36:21,730 Practice to. 394 00:36:23,280 --> 00:36:26,370 Some of this is packed, but this is way too big. 395 00:36:26,380 --> 00:36:27,510 So let's see. 396 00:36:29,000 --> 00:36:33,230 Shh, shh, shh, shh, shh, shh, shh. 397 00:36:40,680 --> 00:36:40,980 She? 398 00:37:19,320 --> 00:37:20,520 All right, that's fine. 399 00:37:22,320 --> 00:37:26,780 The the using is not the to optimize. 400 00:37:28,020 --> 00:37:37,030 And if you wanted to make it for a game or movie or anything, you need to be making it more optimized. 401 00:37:38,220 --> 00:37:46,300 But the aim and my my goal is not to, like, go into the editing too much. 402 00:37:47,170 --> 00:37:49,630 It is is another thing for itself. 403 00:37:50,260 --> 00:38:00,700 Let's surely learn more about utilizing and how you need to manage your editor over here. 404 00:38:00,820 --> 00:38:01,300 All right. 405 00:38:01,480 --> 00:38:04,870 Because now this one is optimized. 406 00:38:05,110 --> 00:38:14,320 It is taking too much of our space and we need to make it more more seams or connected seams over here 407 00:38:14,320 --> 00:38:18,250 to, like, make this area 408 00:38:20,500 --> 00:38:21,400 separated. 409 00:38:21,490 --> 00:38:24,430 And then we have more space. 410 00:38:24,630 --> 00:38:24,790 All right. 411 00:38:25,000 --> 00:38:30,820 Because we are like giving this one jacket, one texture set. 412 00:38:30,880 --> 00:38:31,300 All right. 413 00:38:31,420 --> 00:38:32,980 This is going to be fun, right? 414 00:38:33,410 --> 00:38:34,480 This person game. 415 00:38:34,570 --> 00:38:36,010 And now we're done with the jacket. 416 00:38:37,990 --> 00:38:42,430 But in games, you don't yet like the whole character. 417 00:38:42,760 --> 00:38:47,290 For games, the whole character is just one material, one texture. 418 00:38:48,770 --> 00:38:49,100 Right. 419 00:38:49,800 --> 00:38:55,560 And then imagine you have to put all these all this. 420 00:38:55,560 --> 00:38:59,250 You've made it okay for the body, all these. 421 00:38:59,250 --> 00:39:06,330 And come on to the jacket with all these accessories in one fixture set in one square. 422 00:39:06,510 --> 00:39:06,900 All right. 423 00:39:07,590 --> 00:39:11,510 So that requires a skill, and you need to know how to. 424 00:39:12,300 --> 00:39:13,080 Not to. 425 00:39:15,200 --> 00:39:18,500 Do those those kinds of stuff advance, you think? 426 00:39:19,400 --> 00:39:21,680 So let's go to this one over here. 427 00:39:21,980 --> 00:39:27,620 So I'm going to select areas and I'm not going to be seen with this one. 428 00:39:29,390 --> 00:39:29,840 All right. 429 00:39:32,440 --> 00:39:35,980 And the area around this loop over here. 430 00:39:36,490 --> 00:39:45,760 And I don't care about how it's going to look because these areas are not going to see because my aim 431 00:39:45,760 --> 00:39:49,630 is just to make the character for 432 00:39:52,330 --> 00:39:53,560 for showing to other people. 433 00:39:53,560 --> 00:39:55,810 And this guy is not going to be for for production. 434 00:39:56,650 --> 00:40:02,200 It is not important to me that maybe it has. 435 00:40:08,610 --> 00:40:10,350 It does veer, it seems and all that. 436 00:40:10,420 --> 00:40:21,180 So but you need to make sure that if you want it to make it for other purposes, you need to be more 437 00:40:21,180 --> 00:40:22,620 precise in this speech. 438 00:40:27,590 --> 00:40:29,780 Well, it's on Rabbit to see what we get. 439 00:40:43,990 --> 00:40:47,010 That is pretty cool. 440 00:40:48,180 --> 00:40:48,760 Since. 441 00:40:50,900 --> 00:40:51,290 She's. 442 00:40:54,940 --> 00:40:56,980 This area is a little bit stretched. 443 00:40:57,010 --> 00:41:02,140 So let's try and select this look for here and see it. 444 00:41:03,100 --> 00:41:04,180 And that's right. 445 00:41:04,180 --> 00:41:05,490 I'll wrap it to see if. 446 00:41:05,540 --> 00:41:05,870 Yeah. 447 00:41:06,070 --> 00:41:10,530 Fix the problem over here and yeah. 448 00:41:10,900 --> 00:41:14,560 So we don't have any searching here. 449 00:41:14,560 --> 00:41:24,520 Seems I want to remove this one over here though, because this is the part that is going to be seen. 450 00:41:26,200 --> 00:41:27,990 So delete clear scheme. 451 00:41:28,450 --> 00:41:29,440 So we're up with the gain. 452 00:41:30,880 --> 00:41:33,220 So this area needs to be at least a bit 453 00:41:36,790 --> 00:41:38,500 separated and then wraps. 454 00:41:38,950 --> 00:41:46,990 So this marks seam and we're open again and now this is there's no stretch that is good for us. 455 00:41:47,610 --> 00:41:56,620 So the whole purpose is to make it not a stretch and it seems that are not going to be seen. 456 00:41:57,250 --> 00:42:04,120 We'd see it with as little seems as possible a little bit because the whole jacket over here to just 457 00:42:04,120 --> 00:42:08,650 these parts, these parts and this parts are going to be seen. 458 00:42:09,490 --> 00:42:09,820 All right. 459 00:42:10,810 --> 00:42:15,850 So far, I don't care about these parts, so I just want to hear that quickly. 460 00:42:15,850 --> 00:42:19,180 And it seems to displace the now this is good. 461 00:42:19,180 --> 00:42:21,550 So this packet really not packing. 462 00:42:21,550 --> 00:42:31,570 Packing is not necessary because as I said, we are assigning each object one material and that is making 463 00:42:32,260 --> 00:42:33,580 make it so much more easy. 464 00:42:33,580 --> 00:42:39,640 If this goes to pants, the shorts are here and let's make a seam in this area. 465 00:42:49,270 --> 00:42:52,350 This is. 466 00:42:57,510 --> 00:42:58,770 Then let's make a scene. 467 00:43:03,970 --> 00:43:14,620 In the in this area in the middle of the middle parts, the inside ports. 468 00:43:46,920 --> 00:43:47,760 Oh, that's all right. 469 00:43:47,760 --> 00:43:48,150 That's. 470 00:43:57,560 --> 00:43:57,910 Okay. 471 00:43:57,920 --> 00:43:58,820 That's good enough for me. 472 00:43:59,870 --> 00:44:02,180 So you can also try. 473 00:44:04,140 --> 00:44:16,700 It was also tried to remove the seams over here and see what we get because these seams might be visible. 474 00:44:23,390 --> 00:44:24,310 So now it's better. 475 00:44:24,320 --> 00:44:29,000 As you can see, we have a floor here and there is no stretch and that is what we want. 476 00:44:31,280 --> 00:44:33,310 Let's see the backside back. 477 00:44:33,320 --> 00:44:34,040 So that is. 478 00:44:35,800 --> 00:44:36,850 This is quite good. 479 00:44:38,430 --> 00:44:45,420 And we can also to clear these and see what we get. 480 00:44:45,600 --> 00:44:46,980 So it's clear these. 481 00:44:51,750 --> 00:44:52,860 Let's see what we get. 482 00:44:54,240 --> 00:44:57,840 No, I don't like that, because they made it a bit more stress. 483 00:44:59,520 --> 00:45:05,640 We can what we can do, we can select a few of these edges in the back. 484 00:45:05,760 --> 00:45:09,150 Mark Smith And then I'll repeat to. 485 00:45:10,800 --> 00:45:11,070 No. 486 00:45:11,880 --> 00:45:12,570 So let's. 487 00:45:14,620 --> 00:45:15,720 Let's go back. 488 00:45:22,020 --> 00:45:22,370 Dear. 489 00:45:25,880 --> 00:45:26,180 All right. 490 00:45:26,180 --> 00:45:26,600 That's good. 491 00:45:27,380 --> 00:45:28,870 So that's tracking. 492 00:45:28,940 --> 00:45:30,530 And then go to the next one. 493 00:45:40,790 --> 00:45:42,420 Let's go to the belts. 494 00:45:45,170 --> 00:45:46,010 And. 495 00:45:50,220 --> 00:45:50,850 It's just. 496 00:45:51,270 --> 00:45:55,350 Let's just press you and press. 497 00:45:56,590 --> 00:45:57,670 Q projection. 498 00:45:57,690 --> 00:45:58,750 See what we get. 499 00:46:02,440 --> 00:46:07,930 You need to change shape, change it to greet 500 00:46:11,500 --> 00:46:13,450 you and or a 501 00:46:19,120 --> 00:46:21,550 new cue projection 502 00:46:25,130 --> 00:46:25,740 on you. 503 00:46:25,900 --> 00:46:26,410 That's good. 504 00:46:26,590 --> 00:46:27,940 So, as you can see, we don't need. 505 00:46:33,600 --> 00:46:34,650 Except for these areas. 506 00:46:34,650 --> 00:46:36,420 So this one is pretty simple. 507 00:46:36,420 --> 00:46:37,230 I'm just going to do it. 508 00:46:38,160 --> 00:46:39,090 Select this loop. 509 00:46:42,140 --> 00:46:44,240 Mark seems so like this loop. 510 00:46:45,080 --> 00:46:49,220 Mark seemed so loop in the back. 511 00:46:50,510 --> 00:46:53,500 Mark seem so loopy in his sights. 512 00:46:53,970 --> 00:46:54,650 Mark seen. 513 00:46:55,760 --> 00:46:57,380 And then it's all rapids. 514 00:46:58,340 --> 00:47:00,020 And now we get the results. 515 00:47:03,830 --> 00:47:06,680 All right, let's get out of this one and 516 00:47:09,440 --> 00:47:10,950 not sure about this one. 517 00:47:11,000 --> 00:47:21,290 And let me add them to the to the shoelaces material, because this assignment was filled with this 518 00:47:21,290 --> 00:47:21,500 one. 519 00:47:21,860 --> 00:47:23,000 It just doesn't make sense. 520 00:47:25,330 --> 00:47:26,140 So maybe. 521 00:47:28,210 --> 00:47:30,160 Maybe just call it down for this. 522 00:47:31,180 --> 00:47:32,590 This thing over here. 523 00:47:33,220 --> 00:47:38,170 Make them near the belts either. 524 00:47:39,490 --> 00:47:40,460 And then. 525 00:47:47,980 --> 00:47:49,150 This commitment now. 526 00:47:50,830 --> 00:47:51,550 So as. 527 00:47:54,630 --> 00:47:55,590 Let's have them here for now. 528 00:47:55,950 --> 00:48:01,130 Select these over here and then go right click convert to convert to mesh. 529 00:48:01,140 --> 00:48:02,220 Now they are a mesh. 530 00:48:02,700 --> 00:48:13,470 Now we can go ahead and or the minimal phrase applied so so now we have a mesh let's link the material 531 00:48:13,710 --> 00:48:18,030 things material and now we can go and unwrap this as well. 532 00:48:18,030 --> 00:48:19,290 So unwrap it. 533 00:48:21,240 --> 00:48:22,020 Let's do a. 534 00:48:24,550 --> 00:48:25,990 Smart TV projects. 535 00:48:27,350 --> 00:48:29,170 I did a real good job, so. 536 00:48:31,000 --> 00:48:32,860 But now we have to select them both. 537 00:48:33,010 --> 00:48:35,680 They are in the same texture set. 538 00:48:35,770 --> 00:48:37,690 As you can see, they should not. 539 00:48:39,060 --> 00:48:40,410 Be on sugar. 540 00:48:40,420 --> 00:48:45,410 So they pack the packet and they are packed in one Texas. 541 00:48:52,650 --> 00:49:02,550 Or we can also use the solid form of the file for this one so we forget about this and then for this 542 00:49:02,550 --> 00:49:05,300 one, really pretty simple. 543 00:49:05,310 --> 00:49:06,530 Q Over here. 544 00:49:12,080 --> 00:49:12,370 Okay. 545 00:49:13,640 --> 00:49:23,120 There's also the material over here and then go to edit mode, select all of this, I'll just go to 546 00:49:23,120 --> 00:49:23,330 edit. 547 00:49:24,140 --> 00:49:26,930 So let them all again and then patch again. 548 00:49:26,930 --> 00:49:29,720 And now they are projecting to different locations. 549 00:49:39,330 --> 00:49:46,680 So let's apply the so the fine modifier because it is going to make a double face. 550 00:49:46,920 --> 00:49:48,020 So don't make another face. 551 00:49:48,040 --> 00:49:48,320 Right. 552 00:49:48,900 --> 00:49:55,140 So we need to apply it because after using, we really want to texture it. 553 00:50:00,600 --> 00:50:02,310 They need to be separate. 554 00:50:02,400 --> 00:50:10,050 So this person has one to me was I guess you can see it's a new. 555 00:50:10,140 --> 00:50:10,500 It is. 556 00:50:10,500 --> 00:50:11,160 There he is. 557 00:50:14,650 --> 00:50:18,480 And then select these will select them all and pack. 558 00:50:18,870 --> 00:50:19,830 Now they are packs. 559 00:50:23,040 --> 00:50:27,690 So now we have it done with the with this one. 560 00:50:27,750 --> 00:50:29,400 Let's go ahead and. 561 00:50:35,940 --> 00:50:37,080 I'll wrap this one as well. 562 00:50:37,620 --> 00:50:43,890 Let's play this shrink wrap and let's see if you need more. 563 00:50:45,760 --> 00:50:46,750 Solidify. 564 00:50:48,190 --> 00:50:52,320 Shh, shh, shh, shh, shh, shh, shh, shh. 565 00:50:56,450 --> 00:50:57,460 All right, sir. 566 00:50:59,830 --> 00:51:03,370 Let's apply with urgency to mesh. 567 00:51:04,360 --> 00:51:08,400 For this one to visual geometry to mesh. 568 00:51:09,130 --> 00:51:13,120 Let's see if we need more thickness in here. 569 00:51:15,550 --> 00:51:15,830 She? 570 00:51:19,070 --> 00:51:19,660 And. 571 00:51:22,580 --> 00:51:29,750 Score here and select this loop and distal to a press control. 572 00:51:29,780 --> 00:51:37,790 B But I actually lost the other loop over here, so add two loops over here. 573 00:51:38,630 --> 00:51:42,200 So want to make the edges more sharp? 574 00:51:43,910 --> 00:51:45,380 I want to make that just more sharp. 575 00:51:46,100 --> 00:51:50,050 Oh, let's go out of it and enable solidified to see what we get. 576 00:51:50,060 --> 00:51:53,780 And now as you can see, we have sharper edges in these areas. 577 00:51:54,560 --> 00:51:59,630 So it's going to adjust the solidifying modifier. 578 00:52:10,660 --> 00:52:10,890 She? 579 00:52:16,310 --> 00:52:18,740 Let's look over here as well. 580 00:52:54,530 --> 00:52:57,470 All right, let's see it from a distance. 581 00:53:03,280 --> 00:53:06,940 And I think that's fine with us. 582 00:53:13,020 --> 00:53:23,640 Fly these wounds solidify and then we can keep this as a place subdivision here first and then apply 583 00:53:23,640 --> 00:53:24,900 the solidify. 584 00:53:24,900 --> 00:53:27,600 We can keep the subdivision a little. 585 00:53:28,440 --> 00:53:34,440 So now the school and the union rep this. 586 00:53:36,140 --> 00:53:37,770 Immune Response project. 587 00:53:37,770 --> 00:53:38,270 Okay. 588 00:53:39,410 --> 00:53:41,060 And this is quite fine. 589 00:53:43,490 --> 00:53:45,560 Union rather science project. 590 00:53:46,040 --> 00:53:46,490 Okay. 591 00:53:49,580 --> 00:53:49,940 All right. 592 00:53:50,480 --> 00:53:54,190 So now the school here to the shoes, the last words. 593 00:53:55,610 --> 00:53:59,030 And we need to wrap the shoes right now. 594 00:54:05,050 --> 00:54:06,340 So let's go one by one. 595 00:54:06,340 --> 00:54:07,540 These objects. 596 00:54:13,960 --> 00:54:17,040 I press shift edge to hide everything else. 597 00:54:18,270 --> 00:54:21,120 Let's select the area that is not going to be seen. 598 00:54:27,840 --> 00:54:29,310 This marks this area. 599 00:54:30,240 --> 00:54:33,330 And now let's go ahead and 600 00:54:35,910 --> 00:54:37,370 select these ones. 601 00:54:39,580 --> 00:54:48,990 This area also is not going to be seen, so just kind of selected and then works well to suppress all 602 00:54:49,780 --> 00:54:50,130 this. 603 00:54:51,450 --> 00:54:56,620 And the ref, because we have Myanmar for this is much easier. 604 00:54:56,620 --> 00:54:59,040 We don't how to do it to the other side. 605 00:55:00,690 --> 00:55:00,940 All right. 606 00:55:00,940 --> 00:55:01,470 That's good. 607 00:55:08,790 --> 00:55:10,710 Let's go to the other parts. 608 00:55:11,130 --> 00:55:11,940 Go to. 609 00:55:14,580 --> 00:55:16,610 These parts are here and. 610 00:55:19,960 --> 00:55:21,410 Let's go to multiple parts. 611 00:55:21,430 --> 00:55:21,970 This one. 612 00:55:21,970 --> 00:55:22,570 This one. 613 00:55:23,350 --> 00:55:23,920 This one. 614 00:55:23,920 --> 00:55:24,580 And this one. 615 00:55:24,850 --> 00:55:25,720 And this one. 616 00:55:26,650 --> 00:55:27,580 And this one. 617 00:55:27,580 --> 00:55:30,790 So received each too hard for us. 618 00:55:30,790 --> 00:55:31,480 We don't need. 619 00:55:32,510 --> 00:55:39,420 Now we need to select the loops because we made them. 620 00:55:39,430 --> 00:55:41,680 It solidifies quite easy. 621 00:55:41,680 --> 00:55:53,800 So these loops around the objects and then select the loops here marks seem so like the loops for this 622 00:55:53,800 --> 00:55:54,160 one. 623 00:55:55,360 --> 00:55:56,260 Mark seem. 624 00:55:57,100 --> 00:55:57,970 Mark seem. 625 00:56:17,720 --> 00:56:20,930 Shh, shh, shh, shh, shh, shh, shh. 626 00:56:21,200 --> 00:56:25,430 As you can see, we are separating faces right now. 627 00:56:30,810 --> 00:56:31,230 He's. 628 00:56:33,040 --> 00:56:38,590 Shh, shh, shh, shh, shh, shh, shh, shh, shh. 629 00:56:50,720 --> 00:56:51,020 It's. 630 00:57:29,510 --> 00:57:29,810 It's. 631 00:58:05,670 --> 00:58:07,470 Or is this all? 632 00:58:07,470 --> 00:58:11,910 Now let's honor Upham and see what we get. 633 00:58:13,700 --> 00:58:16,230 If you need to add or remove themes. 634 00:58:25,150 --> 00:58:29,290 As you can see of the scene in the areas that are not going to be seen. 635 00:58:30,010 --> 00:58:33,300 I know these faces look good to me. 636 00:58:33,310 --> 00:58:42,400 They're not stretchers and we don't see seams in this area that thought maybe they would get stretched 637 00:58:42,400 --> 00:58:44,350 so we can clear it. 638 00:58:47,130 --> 00:58:50,380 Just change, right? 639 00:58:51,120 --> 00:58:54,330 Clear it and then, ah, open the can to see the changes. 640 00:58:54,840 --> 00:58:58,710 It's not going to make no changes, so I'm going to keep it like that. 641 00:59:00,990 --> 00:59:07,410 And then in these areas there are no stretched areas. 642 00:59:07,410 --> 00:59:08,730 So yeah, that's good. 643 00:59:08,730 --> 00:59:13,000 So now we're done with unwrapping the shoe. 644 00:59:14,220 --> 00:59:18,720 Uh, we, we need to do one more, you know, wrapping, and that is. 645 00:59:21,610 --> 00:59:22,660 The shoelaces. 646 00:59:32,200 --> 00:59:42,310 So let's shift that and let's press you smart, you project. 647 00:59:42,610 --> 00:59:43,030 Okay. 648 00:59:43,750 --> 00:59:47,110 Now let's go and see if we see any stretches. 649 00:59:47,290 --> 00:59:53,670 Because sometimes like this or here or this or here, it doesn't. 650 00:59:54,730 --> 00:59:56,110 You didn't do a good job. 651 00:59:58,160 --> 00:59:59,090 You'll be projecting. 652 00:59:59,450 --> 01:00:09,080 So let's increase the angle and scale to balance to see if we get better results. 653 01:00:09,180 --> 01:00:09,620 Well. 654 01:00:16,990 --> 01:00:26,140 Yeah well again in these areas some very good so the best thing maybe be just do it manually over here. 655 01:00:29,300 --> 01:00:29,550 Shh. 656 01:00:32,000 --> 01:00:32,180 Shh. 657 01:01:10,870 --> 01:01:15,400 So just on Russia to see how looks with this Samsung, they seem to work. 658 01:01:15,970 --> 01:01:19,060 So let's do the same thing for all the other things over here. 659 01:01:20,170 --> 01:01:21,760 Although there are shoelaces. 660 01:01:30,470 --> 01:01:30,720 She? 661 01:03:00,750 --> 01:03:03,330 All right, select all of you are up 662 01:03:06,120 --> 01:03:06,450 there. 663 01:03:06,450 --> 01:03:07,320 Quick, quick. 664 01:03:07,860 --> 01:03:13,050 We didn't wrap this one story too quickly. 665 01:03:20,120 --> 01:03:30,110 And as you can see, it's just something you need to experiments and see that these ones don't be too 666 01:03:30,830 --> 01:03:38,420 stretched and too to unwrapping for yourself to see how it looks on all the 667 01:03:42,230 --> 01:03:45,660 shoots and using a grid like this. 668 01:03:45,680 --> 01:03:55,340 So this is for tests and enable us to see if any of these shapes over here is pluses stretched or not. 669 01:03:57,490 --> 01:04:01,480 All right, let's go out of the motel now. 670 01:04:01,480 --> 01:04:02,650 We're done with you. 671 01:04:02,650 --> 01:04:06,460 Can wrapping things or us into pockets to remain. 672 01:04:15,310 --> 01:04:15,620 All right. 673 01:04:16,150 --> 01:04:19,720 Quickly to the pockets. 674 01:04:23,950 --> 01:04:31,120 Let's first apply this widely first and then let's go to rapping. 675 01:04:38,800 --> 01:04:40,690 So like this loop Mark seemed. 676 01:04:49,030 --> 01:04:50,450 She says 677 01:04:53,350 --> 01:05:04,030 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 678 01:05:04,120 --> 01:05:07,090 like I have another material for this one seems. 679 01:05:07,870 --> 01:05:10,870 Well, not actually they're the same material, so that's good. 680 01:05:11,710 --> 01:05:17,260 So this one, it doesn't need a thing because we're going to we just want to add simple material. 681 01:05:18,670 --> 01:05:20,800 So these two are in the same rotation. 682 01:05:20,820 --> 01:05:23,770 So we need to select them both good and more selective. 683 01:05:23,770 --> 01:05:29,200 All impact them so they don't interact with each other in the two or three reports. 684 01:05:31,420 --> 01:05:31,650 But. 685 01:05:36,910 --> 01:05:39,070 All right, let's get out of the edit mode. 686 01:05:41,050 --> 01:05:45,540 And now I think we are done with you. 687 01:05:45,540 --> 01:05:47,050 We are wrapping. 688 01:05:54,580 --> 01:05:59,380 And for example, here, as you can see with you see the seam. 689 01:06:00,160 --> 01:06:00,490 All right. 690 01:06:01,630 --> 01:06:07,690 Usually the lender or any tax sharing software can handle these kinds of seams, especially that we 691 01:06:07,690 --> 01:06:10,120 are not going to add too much detail in this area. 692 01:06:10,450 --> 01:06:19,330 In this area, we are going to make the look on all the buttons because this area is not going to be 693 01:06:19,330 --> 01:06:20,320 even seen. 694 01:06:20,950 --> 01:06:21,370 All right. 695 01:06:21,970 --> 01:06:24,970 That this area is going to be seen. 696 01:06:25,450 --> 01:06:32,920 But we have so many areas that are not going to be seen, we can just delete these. 697 01:06:32,950 --> 01:06:35,860 And I'll repeat again to see what we get. 698 01:06:41,230 --> 01:06:42,250 And that is quite good. 699 01:06:42,250 --> 01:06:44,080 So we don't really need a seam. 700 01:06:44,200 --> 01:06:50,080 And that is really good because that area we were seeing that area. 701 01:06:50,650 --> 01:06:54,460 Let's go ahead and pack it again and we are done. 702 01:06:56,610 --> 01:06:59,790 So now there's a good thing to have these grades. 703 01:07:00,060 --> 01:07:08,160 It will show us what problems we might have with combination with the youth as an adult. 704 01:07:09,240 --> 01:07:10,200 You can have. 705 01:07:12,320 --> 01:07:17,120 Very error free using and texturing experience. 706 01:07:28,300 --> 01:07:28,690 All right. 707 01:07:29,350 --> 01:07:42,310 So now that you're done with feeling and be assured that this texture is not stretching, you can go 708 01:07:42,310 --> 01:07:51,130 ahead and remove the the shader in this area sings Artis areas or here. 709 01:07:51,130 --> 01:07:54,610 But I think one that can handle it. 710 01:07:57,550 --> 01:08:04,420 We can remove some of these to see the experiment, to see how it will affect the whole thing. 711 01:08:04,420 --> 01:08:08,560 So this, again, as you can see, we have some. 712 01:08:13,850 --> 01:08:15,380 Some of these areas were here. 713 01:08:15,380 --> 01:08:20,420 So we really don't have any choice right now. 714 01:08:26,160 --> 01:08:29,609 Unless we are out of the loop in this area. 715 01:08:32,149 --> 01:08:36,590 Marks it, and let's see if it changes the flow now 716 01:08:43,160 --> 01:08:44,210 or that's another. 717 01:08:49,880 --> 01:08:50,109 Shh. 718 01:08:51,680 --> 01:08:51,880 Shh. 719 01:08:52,960 --> 01:08:53,170 She? 720 01:08:57,460 --> 01:08:58,330 Hospitable. 721 01:08:58,870 --> 01:09:04,720 In the process of protection because we are emboldened and as one of the very good things about wonder 722 01:09:05,920 --> 01:09:11,830 in other softwares, you have to export your model and then go to other softwares like Substance Painter, 723 01:09:11,830 --> 01:09:16,569 for example, which is for texturing only and under section there. 724 01:09:16,569 --> 01:09:25,090 But because we are doing all of the all these things in texturing, we can always go back and adjust 725 01:09:25,120 --> 01:09:32,950 our EUBIE So that's very good thing about Blender that makes things much more faster and it gives us 726 01:09:33,520 --> 01:09:35,740 much more freedom and we can do things faster. 727 01:09:36,370 --> 01:09:39,520 It retains you being very fast. 728 01:09:40,910 --> 01:09:41,370 Uh. 729 01:09:44,390 --> 01:09:48,380 Let me try and remove clear. 730 01:09:48,380 --> 01:09:49,670 This seems to see. 731 01:09:49,670 --> 01:09:50,840 Will we get now? 732 01:09:54,350 --> 01:09:54,580 He's. 733 01:09:59,860 --> 01:10:02,050 Persecuted, so we don't need them. 734 01:10:09,050 --> 01:10:09,270 Shh. 735 01:10:10,980 --> 01:10:11,170 Shh. 736 01:10:15,410 --> 01:10:20,180 So in these areas that seem to make this this is way too big. 737 01:10:20,190 --> 01:10:32,600 I think we can add some seams in this area because this is the stitching parties were the two fabrics 738 01:10:32,600 --> 01:10:37,700 are a stitch to each other and adding seams. 739 01:10:37,700 --> 01:10:47,630 These areas is actually not going to make problems because we are going to hide it. 740 01:10:52,140 --> 01:10:56,130 Unless you've been allowed to see the front face and see the changes. 741 01:10:56,870 --> 01:11:01,530 So now, as you can see, we have a much better flow in the front of the jackets. 742 01:11:01,920 --> 01:11:05,910 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh. 743 01:11:06,540 --> 01:11:14,940 There is no stretching, so, yeah, we have to go around and see objects. 744 01:11:16,210 --> 01:11:19,170 So right now, here we have four of them. 745 01:11:31,820 --> 01:11:42,820 Just clear the scene and no repetition, especially clear all these themes or hearing scenes. 746 01:11:47,500 --> 01:11:48,010 It's. 747 01:11:51,220 --> 01:11:51,480 It's. 748 01:11:58,860 --> 01:11:59,090 She? 749 01:12:07,480 --> 01:12:08,230 On this. 750 01:12:08,410 --> 01:12:09,190 Wrap it now. 751 01:12:12,140 --> 01:12:13,970 This area has a better flow. 752 01:12:19,120 --> 01:12:21,580 This area, though, is a bit stretched and. 753 01:12:26,850 --> 01:12:27,540 Not good. 754 01:12:27,660 --> 01:12:32,580 But as I said, this is a stitching area for the two families that are going to stitch together. 755 01:12:32,580 --> 01:12:35,370 So it's not going to make problems for us. 756 01:12:36,090 --> 01:12:36,690 Hopefully. 757 01:12:41,750 --> 01:12:43,640 All right, let's get out of the mode. 758 01:12:45,020 --> 01:12:46,670 Unless I have another look. 759 01:12:49,330 --> 01:12:50,620 That's our using. 760 01:12:53,140 --> 01:12:55,700 Because it's better if you see problems now. 761 01:12:56,020 --> 01:12:56,830 Rates are. 762 01:12:58,470 --> 01:13:02,880 So later we would have a better experience in texturing. 763 01:13:14,970 --> 01:13:16,140 It's at the hands. 764 01:13:56,380 --> 01:14:02,320 Let's connect these two areas together and see what we get. 765 01:14:07,320 --> 01:14:07,560 No. 766 01:14:10,440 --> 01:14:11,680 So I'll do that. 767 01:14:12,520 --> 01:14:14,250 But for now, it's a good 768 01:14:17,190 --> 01:14:19,340 thing it's there. 769 01:14:19,350 --> 01:14:23,100 Here, of course, in the fingers is stretching. 770 01:14:24,450 --> 01:14:27,690 But I think it's not going to make us a problem. 771 01:14:33,020 --> 01:14:35,750 It is going to be a little bit low risk here. 772 01:14:36,410 --> 01:14:38,030 I think it's not going to be a problem. 773 01:14:38,600 --> 01:14:42,080 We may come back and change a little bit in the finger area. 774 01:14:43,810 --> 01:14:46,330 Some of the seems maybe at some seems over here. 775 01:14:51,970 --> 01:14:54,010 But for now, it's a school of. 776 01:15:10,280 --> 01:15:11,060 Or in this area. 777 01:15:11,060 --> 01:15:14,030 As you can see, there is some stretch. 778 01:15:14,510 --> 01:15:15,920 Let's see if we can fix it. 779 01:15:20,060 --> 01:15:22,860 So remove these. 780 01:15:23,640 --> 01:15:25,940 These areas can be seen. 781 01:15:26,090 --> 01:15:28,550 So just remove these. 782 01:15:28,850 --> 01:15:33,890 And I'll repeat again that there are some. 783 01:15:38,150 --> 01:15:47,620 Some as over here we can add a seam in this side and rapids. 784 01:15:47,640 --> 01:15:48,820 Rapids it's. 785 01:15:56,780 --> 01:15:59,420 Maybe the seam in the edge. 786 01:16:12,570 --> 01:16:12,870 All right. 787 01:16:12,870 --> 01:16:21,960 This is something and at the same the something we did with the it are the same the stitching area over 788 01:16:21,960 --> 01:16:23,250 here in 789 01:16:26,370 --> 01:16:28,410 this market until this point. 790 01:16:29,790 --> 01:16:32,610 Let's go to the other side and do the same thing. 791 01:16:47,750 --> 01:16:49,550 So we need to connect these two together. 792 01:16:49,610 --> 01:16:52,100 So the same. 793 01:17:01,750 --> 01:17:06,520 We have separate areas now in these two places, but. 794 01:17:11,190 --> 01:17:11,820 I think. 795 01:17:12,120 --> 01:17:13,200 I think that's okay. 796 01:17:14,450 --> 01:17:15,510 It's just. 797 01:17:18,080 --> 01:17:18,290 It's. 798 01:17:21,400 --> 01:17:25,720 We have a we have a solid color, red color in this area. 799 01:17:26,260 --> 01:17:27,190 I think that's okay. 800 01:17:27,280 --> 01:17:29,380 It's not going to make a problem for us. 801 01:17:30,010 --> 01:17:33,760 Those packets tend to go out of the molds. 802 01:17:56,130 --> 01:17:56,910 So one to. 803 01:18:04,330 --> 01:18:07,690 Onto the latest material and link to this one 804 01:18:10,960 --> 01:18:11,740 and. 805 01:18:23,710 --> 01:18:24,600 And now let's 806 01:18:28,170 --> 01:18:29,310 take them together. 807 01:18:40,300 --> 01:18:41,260 Or we can undo that. 808 01:18:41,260 --> 01:18:45,340 Actually, we have them separated. 809 01:18:46,810 --> 01:18:49,300 It's going to make things much more much more easier. 810 01:18:51,850 --> 01:18:57,220 So now they are separated and separate, and that's really all we're going to separately texture them. 811 01:18:58,480 --> 01:19:00,280 So now that we are ready, we can. 812 01:19:03,400 --> 01:19:08,680 She lets them run them with two with great texture. 813 01:19:10,300 --> 01:19:12,130 It should look interesting. 814 01:19:12,850 --> 01:19:15,160 We have lots of. 815 01:19:26,600 --> 01:19:27,110 All right. 816 01:19:27,740 --> 01:19:32,750 So now let's go to shading and remove each one of these 817 01:19:35,630 --> 01:19:38,170 over here, because now you're done with. 818 01:19:39,660 --> 01:19:41,350 It's using. 819 01:19:41,350 --> 01:19:42,680 And don't forget to save. 820 01:19:42,850 --> 01:19:44,950 We don't want these over here. 821 01:19:46,500 --> 01:19:48,880 This texture is now useless. 822 01:19:50,750 --> 01:19:51,130 She's. 823 01:19:54,390 --> 01:19:54,770 Each. 824 01:19:58,840 --> 01:20:00,340 Shh, shh, shh. 825 01:20:07,080 --> 01:20:17,280 All right, so now we are done with you ing and the next part, this starts doing the texturing of our 826 01:20:17,280 --> 01:20:17,820 character. 827 01:20:17,830 --> 01:20:20,970 So until next time, goodbye.