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Welcome to you v unwrapping ahead.

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So in this video we're going to be thinking about your Seems a where the placement is.

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We're going to try and leave the face intact.

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That is without seems how we're going to discover any parts that might need their own island.

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So let's hop straight on over into blender and unwrap our head.

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Okay so we've back over in blender and I've done a few final tweaks on my model.

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I brought the chest forward a little.

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It was very far back in fact and probably come forward even a little bit more.

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The plinth just going to turn off and hide it out the way for the moment.

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And the head itself well it's bulging ever so slightly and I do need to fix that because otherwise it's

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going to look horrible So let's look at it from the front skew it slightly to one side and then scale

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it in using proportional editing.

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Not all the way because it will look like a hole in my head but about their CO that looks much better

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and is going to do these two here as well.

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Now I could faff about with a mirror and try and do both sides then mirror it background but I would

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probably end up ruining my sculped if I were to do that.

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Okay.

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That's looking much much better.

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Okay so now I've got the head here.

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What we need to do is think about unwrapping.

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Now we need to think carefully about which areas we want to include in one part of a V mesh.

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Now the IS themselves can be separated from our model.

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That's a definite yes in this case.

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We don't need the ears as part of our model.

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It's only going to cause problems having them there or confusion all had inhaled downshift us or selecting.

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Okay.

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So now I have selected both of those.

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I will use control and E to mark a scene.

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Okay so those are the is separate.

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Now we've got to think carefully about our scenes.

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If we cut out that just let's say grab the face running around facing use that's or find is we end up

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with a line where we start texturing our model and we don't want a harsh line on the side of the face.

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We would notice that.

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So really we only perhaps want to come down as far as how or indeed where the hairline would be severe

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imagine where the hairline is on the model.

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They'll be a good place to have a seam because we can hide it no matter what you do in general seams

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will cause some sort of horrible artefacts.

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When it comes to your model and we want to avoid that during texturing So we certainly want the front

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of the face and cut not cut out as such but on prominent display and then we got the rest of our model.

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Now depending on what we want to do and what we want to texture we can just decide to omit some of these

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other bits.

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But that's entirely up to you as an artist to work that out.

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Now in terms of where to cut it we certainly don't want to seem down face.

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I would suggest a T shape running from about here on the side of the head.

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So by the temple all the way up to the centre and then back down equally on one side and cut down the

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back of the model as well all the way down to the bottom.

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And of course that leads us on to a challenge unlike you to go ahead and create your you v map so finish

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unwrapping your model.

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Think about where you're going to place your seams and optimize your U.S. map to make sure the face

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is more prominent.

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You may find on your model that the face ends up a very small part of the overall image a video now

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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 finish off the UVA unwrap.

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Okay so we're back over in blender and the first thing I'm going to do is just try selecting a few edge

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loops to see if we've got any That suits.

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Now this one comes down to the top of the cheek the top of the jaw.

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So that's going to be too far.

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I do think this one here is going to be our best bet.

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So let's bring this down here because that would be underneath the hairline.

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Cavers bring this cross here and want some all the way across of course I can then use the loop cutting

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tools again.

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There we go or loop select tools to select the rest of it.

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Now if I go ahead and select this loop here and she goes all the way down the front soddy the have unselect

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all of those or just select all the ones down the back.

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And I want to avoid actually selecting any on the front.

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So let's go ahead and select those for you there.

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Before I go any further I am going to mark a scene with control in E and make sure that this bit is

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at least started.

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Then I'm going to go around and bounced down to the back of the model here and just carry on selecting

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these as I go.

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I'm going to zoom in here simply because it's going to be a nightmare to try and select these edges

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otherwise.

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And this is one of those unfortunately slightly tedious tasks when it comes to modelling or he's got

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to do something so repetitive.

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But it gives us a lot of manual control and there's no other way of automatically selecting just the

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ones we want.

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So control an E again and mark a seam.

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Okay so let's go and see what that looks like.

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Opening up a u v image editor.

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There you go.

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And let's go ahead and also add a new image shall we shall be.

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Are diffused maps of let's call it diffuse map.

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And let's call it head to fuse map.

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Okay.

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Now in terms of resolution.

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I'm going to choose to go for it too if for right and leave it at that.

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So I'm going to select everything here and unwrap and let's see what a mess we get.

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Okay.

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Now this might be slightly challenging and I can see here in fact but I might have selected.

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Yes there's an extra seam on my ears.

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Now I am going to go fix that because that will make something unbalanced later on.

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So one of them's there I thought I'd got them both no.

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Okay so we need this edge here be a martz's a seam for it to match.

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And this one here.

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There we go.

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Mixture of wrong key presses.

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There we go.

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Have unmarked that lets you ve unwrap.

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There we go.

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So two ears here are the right size.

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Now one of the things I'm going to do is completely hide our 3D mesh for the moment so I can focus on

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this.

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And you guys can see as well.

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So I'm going no using board a select select just the ears and then shift them out of the way.

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So I'm going to use proportional editing in fact it's already turned on let's turn it off before moving.

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Good place them over here for the moment.

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Now of course this textual Naturally unless we tell it otherwise repeats this would end up taking on

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whatever part of the texture exists on here we'll move them back in a moment.

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Because I want to select everything else that's here and see if I can align it that little bit better.

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I do want this face part of it.

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I mean this is this is a two thousand by two thousand odd pixel picture.

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And the head is taking up a tiny proportion of it.

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So with this with proportional editing turned on we can scale up the head parts of our models.

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So let's go ahead and do that now and we can scale the whole thing up rather than just the face itself

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and then it'll be a bit more uniform when it comes to texturing as well.

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Now one thing I notice here is of course you can push it through itself and we don't want to do that

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because that will cause some horrible ness as well.

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So here what we can do is try different types of proportional falloff.

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Some will try sharp because that's going to make more of a difference in the middle and less on the

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outside.

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Now if we see when I do this it means that the top of the head and under the chin are basically becoming

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more and more compressed in our image and our face is taking up more of it.

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I am.

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I'm liking that that's now taking up a good proportion of our model or of our image sorry.

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So the final thing here is to go ahead and how I've still got this one selects its over go ahead and

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move it.

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I'm going to screw things up big style.

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So let's make sure nothing selected before trying to move these ears back onto the model.

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Now ordinarily you do have to be a bit careful when it comes to scaling something so weak chop the face

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out separately and scale that up.

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You'd find any textures will replying would be different in scale on one part of our model than the

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other.

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And that will be true here as well.

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As we go towards the neck or behind the ear so this case I don't think that's going to cause us any

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problems even if we do put stubble on.

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That should still be fine if it's not we might have to revisit the unwrap.

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But I've made the face much more prominent so I can add better detail to it as well as your you ve unwrapped.

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Go did you get a similar sort of looking.

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You've unwrap to me.

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If not what did you end up with.

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