WEBVTT

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Welcome to Smart's Yuri Projekt in this video you'll understand some more about unwrapping by the end

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you'll be able to unwrap more complex models and realize that this is a great starting point for a lot

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of meshes and see that it gives a basic unwrap that we can work with straight away.

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And that is really important at this point in our modelling we don't want to spend ages doing any modelling

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until we know what we're going to end up with at the end.

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And we also don't spend ages unwrapping things because the moment we change our mesh we'll need to re

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unwrap and optimize anyway.

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So just a few points on why we need to unwrap.

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So a reminder here that a UV map is a projection of the 3D mesh to a 2D space so that often accompanies

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with a lot of distortion as well especially with all gammick models.

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And we'll work on optimizing those maps later on.

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Now whilst unwrapping is actually necessary in order to project an image onto a three dimensional surface

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we can let blend guess how to unwrap our model.

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Now unwrapping gives us control over how your model is mapped in to these space and obviously letting

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blender guess how that works can end up horribly horribly wrong or it might just be the perfect unwrap.

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Following on from that it is essential when using assets outside of blender.

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If you haven't performed any unwraps then someone outside of Blender's not going to be able to reconstruct

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your model.

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It's also essential in blender when using textures so that blender knows where to apply them properly.

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It is necessary if you want full control over how something is looking and just a quick example before

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we hop into a blender.

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This is one way in order to unwrap a cube so we can see their 3D object is becoming two dimensional

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it's becoming flat.

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Now that is just one way to unwrap a cube.

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So long as the faces of the 3D object now lie on a 2D plane it doesn't matter how it's unwrapped.

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Apart from the point that it unrra if it's unwrapped in an in an awkward way it will be awkward and

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a nightmare to work with later but will go into more about optimizing the maps and how to actually unwrap

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later on.

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So let's go hop over into blender and play with the Smart you reproject.

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Okay so we're over in a default scene in blender.

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I'm just going to change my propertys panel here to a U.S. image editor so I can see the u v as it's

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produced.

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Now let's just recap if we hop into edit mode and unwrap our model by pressing you.

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We can just click unwrap.

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And that applies each face in its entirety to our entire image it lies underneath.

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And that in most cases is going to be unsuitable.

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There are occasions when that might be suitable and that's if we've got a repeating texture here that

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repeats all over our particular model.

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Perhaps it's a bump map to make it look slightly bumpy in which case that might be an appropriate way

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of getting it there providing it doesn't cause any graphical artefacts that might be one thing you could

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do very quick to a map like that.

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So some one way of unwrapping a cubic can be unwrapped into that sort of cross shape.

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But if we unwrap a new smart e.v. Project which is the second option down there it gives us a series

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of options.

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ANGLE limit Island marking an area weights and a tick in the correct box.

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Now for the moment we're going to forget that it has those options there and literally go ahead and

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click okay.

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Now we can see in the movie image editor here that the unwrap is not quite like you would expect it

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to be because you can't fold the shape back up into that cube.

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Now if we go in to face select and go start you know start polling these these actual faces and seeing

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where they exist.

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We can see those two faces there like next to one another.

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But this one here is diagonally opposite.

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So that would cause some problems if we had a line running over the top of this cube from minus X.

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Positive x as it goes over the top there.

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You'd have a problem because the u v image here would be very difficult to make it start in one place

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and then continue over here imagining there's an image underneath and that will be very confusing to

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work with.

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So that wouldn't be a great.

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You ve unwrap for this particular cube.

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Something like the cross we saw earlier would be better.

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So let's go try this now.

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Over on our door some going to go ahead and open up the door that we've been working on and now hop.

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The 3D view so I can see what's going on.

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Now I can see here that we haven't quite nailed down every other bits yet have made our fall elodie

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level be.

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But let's leave that for the moment and hide everything else.

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But the A.

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Let's work on a more complex shape than our wall but nothing too complex at the moment.

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Somewhere to hide everything else from the scene.

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I could have also selected it and press shift H.

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I'll just do that now to make sure everything else is hidden and I'm going to open up a UV image editor

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as well so we can see what's going on.

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Now once that's open let's first of all just try what we've done before which is selecting everything

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in edit mode and then just unwrapping.

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Then we need something here it's currently stuck on render results.

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So let's close the render result down and we've got this.

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Now I have no idea how our brick text is going to map to that.

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So let's go ahead and open up the brick texture that we've used before the cinderblock and apply material

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to our object.

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Gone are anteriorly in our scene at the moment and I'm gonna call this wall door and the colour of that

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is going to be the image texture and because it's loaded into memory we can click on it from the drop

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up.

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There is not a drop down.

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So now we've got vats in the scene.

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What we should be able to do is hop over to rendered mode to turn my son back on so I can at least see

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it properly.

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Oh well well well that's not that's not looking too good is it.

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Dunno if you are going for that effect yet.

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It might be perfect for you but here looks an absolute mess.

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That's not how we want it laid out at all.

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However smart you project might be able to get us part of the way there or even all of the way there.

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So I'm going to select all of my model make in edit mode and unwrap that to reset the unwrap and then

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I'm going to use smart CV projects.

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I'm going to leave the default settings and click okay okay but starting to look better.

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But I can see straightaway that if a whole face is only mapped to around a quarter of this image the

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bricks are probably going to be quite large.

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So let's go ahead and go to rended married or indeed we can go to textured mode as well.

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Down here we can go to the material mode and well that is it's getting there isn't it.

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The U.S. smart project has helped quite a lot here.

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So we need to select everything again and see if we can scale this up so it fits properly.

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Now at the moment if we go and scale it scaling around an arbitrary point and that is going to make

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it very difficult to actually work out how big it's supposed to be unless we've got some sort of guidance

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on the model itself.

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So in this case what we can do instead is use some of the very similar methods we've used in the 3D

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editor.

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But this time in the U.S. image editor.

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So we've got a series of selection methods on along the header bar at the bottom and you can also gain

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access to them with control and Tab much like you can over on the 3d editing where you can select the

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edge vertices and faces.

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So over here we've got a fourth option we got virtex Edge and face in Island.

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Now I don't think we've got any islands in here.

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Oh yes we do it has separated them out into individual islands.

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So what we can do here just to demonstrate whilst we're here is we can scale something under a scale

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and by something I can scale it back up by some scaled it by half.

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That must be the other side of the wall.

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And look we've got even bigger textures there.

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So that demonstrates how you can use different parts of your model slightly differently and map them

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onto an image completely differently even though you're not changing any of the model itself you're

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just changing the mapping of the model.

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I'm going to undo that rather than scaling it back up to this time select everything.

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Now I want to scale it but I want to really scale it around a point in the corner.

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So I got a bit of guidance over the size that I'm making this huge.

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Unwrap I'm going to select.

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Oh I don't want the island selects how one vertex going to select this of a takes in the corner.

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Now just to let you know I am fully aware that the 2D cursor that we're about to move is already in

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a corner and we could utilize that Botswana to show you guys how to move that to the cursor and how

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similar it is to when working in 3-d.

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Ed I'm now going to you shift an S to move the cursor to selected so much light we can move the 3-d

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cursor we can also move the 2d cursor.

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Finally if we set the pivot points when we've got everything selected ours the pivot point down here

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next to a view to the 2d cursor.

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Now when we scale we will be scaling up from that 2D cursor which made it a lot easier to fill the image

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up.

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Now that is looking pretty good.

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Apart from.

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No no.

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That is I'm not sure they're all there.

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I'm going to leave it there for the moment Michael's make minor adjustments later.

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Now some of you will be aware that this is obviously upside down.

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Does that matter.

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Probably not with this brick texture.

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It may matter when we start tesselated it with other wall pieces but also at the same time the scaling

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might be slightly off as well so that something would have to standardize and check against the other

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models as well.

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So there we have this now unwrapped starting from a smart you reproject we've got ourselves almost there

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then we've scaled it up so it fits properly.

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And if we have a quick look around our model Now lets us have a look of as anything else we need to

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do.

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So the sides line up reasonably well.

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How about the arch way.

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Can we get a look inside the arch.

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Well yes that's also lined up reasonably well.

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I'm quite impressed how quickly and easily this smart uni project has actually worked without causing

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some major problems which sometimes it can when your model gets more and more complex.

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Okay so now we've gone over the Smarts you've reproject feature I'd like you to try out this challenge.

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I would like you to go ahead and use smart TV projects.

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So try it out on your window model and map a texture to your window show your work in the discussions

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pause video now and give that a go.

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Okay guys.

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Welcome back.

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Let's go you smart Eevee projects to project our blockwork texture onto our window.

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Okay so let's go and try out the same thing on our window.

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Is it in my quick select.

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No it's not so let's go ahead and open it up window.

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There we go.

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So this is going to be very similar to the door apart from it's not a a join at the bottom so I'm going

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to select everything and let's have the U.S. image editor already open so I can monitor how things are

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going.

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Yuri image editor.

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Okay so I'm going to selects everything in edit mode and use smart use projecting click.

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Our Alice stuck Orenda results I'm just going to undo that and similar to that arch.

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It looks like we've got a pretty good unwrapped to start with.

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Now I'm going to straightaway highlight all of this and rotate it by one a T on the y axis.

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No it's not rotated around quite.

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Howard expect it to.

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So let's rotate.

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It's rotating fine.

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Now Mary get.

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So that's now rotated round and it needs scaling up.

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Now I'm going to first add the picture to what we're or the texture to what we're doing here.

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So the cinder block.

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Now that won't show up in here just yet until we are applied a material and I'm going to in fact these

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materials should really be called something like window cinderblock so I know what it is but I'm going

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to call it window wall again since they're all matching at the moment.

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Again sometimes you have to accept that you may have to go ahead and rename something.

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So that's now map then just like before.

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Let's go and turn the sun on so I can see where is the sun in my scene.

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Okay.

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This isn't really lighting up missing quite as I'd expect it to.

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But let's go scale this up.

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I can still see as much as I want to or need to if I can turn some material and just see how that's

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being mapped.

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Anyway I suspect that sun is on a layer that I currently don't have enabled so I can scale this up now

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and again I'm going to set my 3-d cursor.

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So let's do everything here and it's already in the corner but I really want it in this corner.

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So I'm going to move my three cursor to the corner.

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Oh move.

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Carl kasell Selected.

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Not selected to cursor.

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I misread that.

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So cursor to selected select all and make sure the pivot point is set to the 2d cursor and scale up.

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Now I'm fully aware here that it is likely that I need to also shift it slightly this way as well of

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a whole dot shift for a bit more granularity and it's more likely to be like that.

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I think where the whole face is covered up then we've got these extra bits either side.

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I think that's much better that way.

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So let's go and check around the model that things are lining up as we expect them to go.

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So I'm going to hop out of edit most of my got lines everywhere.

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So this one is a little more problematic.

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Doesn't look that great around the window itself and that might be because there's not enough detail

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there but also you very rarely make a window out of a block in that manner.

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So a couple of ways that we can sort this out is number one move the mesh make it slightly wider so

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it fits in the brick work itself.

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So this this point in the archway seems to line up pretty well if this morter line at the top.

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However this bit down here so that's where you would start making your geometry match or textures which

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is a slightly different workflow.

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But if we're working with textures that we haven't created we may have to do that a bit of artistic

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licence if you will in order to make sure that the texture maps well to our model.

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In fact then we're making our model map well to the texture as well so it's awesome biotic relationship

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now we have a look on the inside.

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It's not as neat as before either.

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So that's something we can work on again not at the moment because yes it's a bit unsightly but that's

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the detail we don't know what this window is going to end up looking like.

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We may end up covering up those details with other bits of geometry.

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So at the moment they they really are superfluous.

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They do not matter at all.

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Now looking around the other side of the texture it does appear like this is much much better matched

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up to the image itself.

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So this is another example of well let's give it a go now this is lying over here and I'm presuming

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if we select one of these faces that's Go to face selects and select here.

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Yes this is the one that we've actually lined up properly over the top.

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So we go to Ireland select on our model and select this island.

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We should be able to move it so it's almost.

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Right on top of the other one.

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If I turn off snapping that's going to give me much or rather turn on snapping.

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But we want it locked to a vertex and now we can overlap these perfectly.

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And then when we spin around our model the other side looks exactly the same.

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And doesn't that look much better now that it's mapped with the block.

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Why is that.

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That's not planned by the way that looks near enough perfect.

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In fact we can get the geometry slightly wider all the mappings slightly wider so we can go in here.

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And of course all to these mapping points so that the texture is mapped slightly differently across

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these faces.

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I'm not going to muck around with that at the moment because that's too much detail as I've mentioned

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at this point in time.

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But that small alignment there has made all the difference and I feel much better already about the

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texture fitting the model.

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How did you guys get on.

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I'd love to see your progress.

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Please share in the discussions and I will see you guys in the next lecture.
