WEBVTT

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Welcome to the introduction to marking seems in this video.

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You realize that you've unwraps will have seams in them.

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Well most of the.

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Way you can do an unwrap where all the faces are on top of one another says all been squished together

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into one location.

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And of course that's useful for certain circumstances.

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But usually you'll want to have seems to define how you want blender to unwrap will be learning how

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to mark seams where you want them and understand that this gives us the most control over our models

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unwrapping.

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So we've said seems lots.

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What is a seam.

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Well it is a cut in your model telling blender how to unwrap the model itself.

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Now if you imagine seem most of us would associate a seam with a bits of clothing now a bit of clothing

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becomes a 3D model.

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But essentially it's made from 2D fabric.

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So it's a great way of visualizing how something two dimensional is then put together it's a three dimensional.

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And of course the reverse if you were to unstitch along those scenes it your your shirt or your trousers

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would end up being a flat bit of material.

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And they may not resemble much of the original.

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Close do look odd and so you ve unwraps occasionally it allows you to separate parts of your meshes

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from one another and apply texture to those parts individually.

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So a couple of tips for making seams and will go more into this later on as well.

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Now seams can ease the cause distortion a mis alignment of textures so you do have to be careful where

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you put them.

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Seams often occur on hard edges.

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Now on organic models that's not too much of a problem.

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You just need to hide them out of the way.

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But on a more industrial or what we call hard surface non organic models are hard edge and a seam often

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coincide.

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They are made where you are least likely to see them.

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So if there is any distortion a misalignment of textures that you are applying you're less likely to

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see them and they won't ruin your model and understand.

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As I've said before this gives us the most control over our model.

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So let's go make some seams now and hop on over into a blender.

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Okay so we're going to start in a default blender scene and not try anything too complicated at the

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moment when it comes to marking seams.

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But I'm going to get rid of that cube and go ahead and add in a euv Sphere.

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Now I'm going to play with that for a moment.

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I'm going to give myself an image editor as well so we can see the unwrap as it happens we don't particularly

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need an image there but if you want to play with the picture of the world that we were playing with

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before then by all means go ahead.

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Okay so let's have a look at what impact it has.

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Why.

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We just unwrap as we can expect it produces this.

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Everything piled on top of one another and that has its uses but it's no good if we want to map something

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across the entire sphere in this case.

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So let's try adding in a scene.

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Now what we need to do is select the edges or edge loop.

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That's often very powerful.

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Not always but sometimes.

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I'm missing the edge loop here that goes all the way down from here to the very bottom and would just

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start with that one and we need to tell blender that that edge is a seam and we can do that over in

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the tool shelf and the shading Enu vs tab we can click on Mark seen is also available under the mesh

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menu under edges Mark scene and of course we can see the shortcut for the edges menu is control and

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so we can hit control any and Mark seam.

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Now when you mark the scene it goes red in colour.

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If I just.

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Unselect that edge loop there we can see that it's red in colour.

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Now select everything and see what happens if we unwrap and although it's different it's still a bit

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difficult to use because of the stretching and distortion I can see in front of me.

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So let's try perhaps adding in a nother.

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Over the other side some with a hole down.

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Old select the edge the loop running the other way.

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It's not quite essential that select the other one.

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I'm just going to clip Mark seam in the tool shelf.

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Select everything and unwrap again.

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Okay that's a bit different isn't it.

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We've got to use V unwraps Now these because we've sliced all the way through the model they are now

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separate islands.

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If we.

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Oh if I just expand this out so you guys can see more of the header bar down the bottom here.

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Remember we can select the verte sees the edges the faces and then there's the Forth button there which

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is Ireland.

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We can actually move these individual islands about and if there was an image underneath it would be

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changing on here as well.

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Now we can add a seam around the equator of this sphere so that would be this one.

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Here we go window control an E and Mark a seam and a select everything.

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And unwrap.

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How we get something completely different.

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I think during that laskey press I must have accidentally created some doubles because we've got this

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ring around here so I'm just going to select everything I'm going to search for doubles.

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And remove doubles.

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Yes I did inadvertently create a ring of double So let's unwrap that.

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And that's created four separate islands as you can see.

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Cut the model in half one way and the other.

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Now there will be times when you've misplaced to seem.

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So let's try removing a scene now.

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It's very similar to what we've done before by adding a seam.

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It's just another option there.

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So I'm going to select this edge loop running along here and the one the other side.

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Now I've done that.

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I can either go to the tool shelf or control an E or down to the menu if you want to go through a menu

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system and clear the scene.

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Now when I go into edit mode and select all and unwrap we have a different unwrap this time as you can

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see there's lots of ways that you can cut things up and depending on what you're trying to apply to

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your model will depend on how you decide to cut it up.

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In this case it all of these are valid unwraps some are just easier to work with than others depending

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on what you doing.

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So this would be a brilliant unwrap if you were working on an eye but not so brilliant unwrap if you

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are working on a map of the world mainly because none of these can be stretched to fit a map properly

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of course you can go really silly and you can select everything and mark it as a seam I don't know quite

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how this is going to turn out.

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It's probably just going to turn out to have a lot of little squares so let's go unwrap Yeah.

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There we go.

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It's literally every one of these faces is now his own island.

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Obviously that's a bit extreme but you might want to play with the various options that you've got here

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so I can select a couple of segments here as we go around our.

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I was going to select them at random.

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Oh I want that in a ring.

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There we go.

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So we selected the lead segments I can mark them as a seam and we'll get some probably Cresent shaped

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unwrapped when we go and unwrap it.

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There we go see problems in maps of the world that look like this when they're unravelled.

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In fact that's how a lot of early Globes were made when they folded all the bits of paper that they

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printed the map on onto a globe to make them.

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One final thing that you can do rather than hitting you and unwrap every time is after you've made a

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change to let's make one final change here.

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I'm going to highlight everything and clear those scenes and I'm going to send it back to that equatorial

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cup that we had before which is that one there are marked for scene.

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OK.

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So now we've done that if we select.

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All we can go over to the image editor and unfortunately it's not the U.K. it's actually v e key.

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Well the unwrap again.

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And that's also available under uv's on the menu option and unwrap as you can see there's very powerful

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it stops you having to muck around over in these 3-d ED all the time.

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Incidentally these other ones kind of ignore your your scenes so if we go smart TV projects it's pretty

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much ignored.

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Those scenes all together in fatties that's totally unusable for anything I can think of at the moment.

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Let's go ahead and give your knowledge a little bit of a test with a challenge.

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Okay so this one's going to look a bit straight forward but it's can be conceptually hard to work out

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how to play scenes on a 3D object which are going to make convert to a 2D object.

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So what I'd like to do now is place the appropriate scenes so that you can unwrap a cube so it looks

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like this.

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And we've seen this animation before so we end up with that cross shape.

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That's how I want you to unwrap a cube.

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So pause the video and give that a go.

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Okay guys.

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Welcome back.

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Let's go ahead and unwrap a cube.

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Okay so we're done with this sphere for the moment.

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I am literally going to hop into objet mode and delete it.

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I don't need to start up a new blend file and I'm going to add in a cube.

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Okay so we've got the cube in front of us and then hop into edit mode.

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Now I've got to visualize chopping this up so I'm going to select a couple of edges under me bring up

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the tool shelf here so I can just go Yeah definitely that one.

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There's going to be a top to it's office square I'm going to represent that the top of that cross.

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So that is going to be there.

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Mark seam and there.

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So that's definitely one bet.

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Then it comes out.

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So that would be the middle bit of a cross.

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So it needs to come this way so it's that one there.

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Mark scene.

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And this one here Mark scene.

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Or is it all this can be confusing so that there no it's not that one there at all.

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This is why it's conceptually hard in 3-d to get this in your head since Hashi there of all places.

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And that creates the cross and there's no seam across here to this spear here as that seems there and

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then it's this is following round and then we end up with two bits there and there.

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So we just need to chop all.

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I've lost my bearings now so I've got that bit there a seam here and I think it's there there and there

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of course what we can do at any point of filling those in.

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I'm just going to see if I've got that top bit right.

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Well we've got some of it right as you can see and then it's twisted and distorted the rest so let's

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put in those three seams there and Mark seen them go over here.

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Select everything.

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E to unwrap.

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Okay so we're getting closer.

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I've obviously joined the wrong two together so I'm going to try that scene.

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I think that's actually the one I had the first time I've rotated this thing round so much I'm not surprised

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I'm not dizzy.

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So let's try to unwrap again.

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Yes there we go we've got that cross shape.

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So what does that look like.

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That looks like.

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Let's just clear the selection there.

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That looks like two seas or two ends joined together either side so that's worked out pretty well as

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you could see it can be quite challenging even with a cube just to get the right seams the ones that

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you want.

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Or in this case the ones I wanted you to get just right in order to do the unwrap.

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This is a great first step to understanding how to unwrap models.

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Now it's not an exciting procedure.

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I've never met anybody who relishes the idea of unwrapping a model.

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It's one of those things that has to be done in order to do it and it can be a bit mind boggling.

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It is very satisfying however once you managed to get it right.

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And of course next time we'll be looking at scenes that are on slightly more complicated shapes but

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until we get to that point remember to share your work in the discussions.

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And I will see you guys in the next lecture.
