Welcome back and let's finish up this kind of top door of the Ghostbuster trap, so we made our plan,
our projections, but were these scenes are that we made between the two different kind of faces that
face different axes.
The checkerboards don't line up.
So let's right click and go to edge and select the edge that they share.
And we can see in the movie, Ed, that there are two lines that are selected as well.
We could, you know, manipulate those around, but it's going to distort everything.
But with that selector, we can see that they share these two border edges.
So this face, if we go right click, go to face we know needs to get flipped around so we can or sorry,
rotate it around rather.
So let's go rotate it.
But we can see it's attached to the bevels.
See how this gets all distorted.
That means there's UVs getting left behind.
So we need to go grab those two.
So those are these little end pieces.
So it's like those and.
Now, I've included those, so now we rotate, won't have that crazy stress test going on, so let's
move this down towards the border that it shares with this face and we can see that's going to start
to line up very quickly.
Let's zoom in here and right.
Click and go to edge.
And if I choose Edge here, you can see that these two edges are kind of flashing and they're the same
edge.
So what I can do is go to cut and so menu, I'm just going to minimize all this, go to cut and so and
you can say stitch together.
So when I click that and you can see it moves immediately, move that edge and merged it with that.
So far under that you can see, you know, they're not sharing the same space.
This does everything that you want.
Boom.
There we go.
So now we look at this edge, how it rolls over, and now you can see that these checkerboards line
up and it's a seamless transition from this face to this face.
You may also notice that now we no longer have that kind of stronger white line here, which you can
see here.
And that denotes where I cut edge is has been made and the UVs so we can identify in the 3D space and
we can see it in the 2D space as well.
See these kind of border edges here.
And that's denoted with this little tool here.
We can turn that on and off.
So it might be a little distracting to have in the viewport so you can turn that on and off.
Cool.
So now you've made that kind of seamless transition because we know we're probably going to see the
top a lot more than the bottom.
So it might make sense to make these kind of seamless transitions on the surface that we're going to
see the most.
So let's do that for this side.
So I'll leave that up to you to do that for the rest of the sides if you want.
Or you could just leave it like this.
It's totally fine.
So let's take a look at another type of projection.
Someone on isolates like this door.
And so we've been doing planer projections.
Let's do a cylindrical projection.
So we click this, let's zoom out.
We can see that there's a lot of distortion happening.
So look at these end caps.
They're tiny squares, they're squares at least.
And then we have somewhat distorted checkerboard on the cylinder.
There are two totally different scales.
So let's make new IVs for this whole thing.
With the object selected, I'm going to go to UV cylindrical.
And with these options, you can see there isn't really any options here.
We're going to be stuck with whatever we get with the cylindrical slits that apply.
And let's take a look at the manipulator that has been created.
Don't press any buttons like W or, you know, rotate button E or anything like that.
We we do not want to hit shortcuts, otherwise we're going to lose this manipulator so we can see.
Let me hit be to change the background so we can see this manipulator a little better.
We can see that it's kind of this unique, kind of a weird shape and it's looks like it's going in the
wrong direction.
So how do we address this?
If we look over here, there's this little red T for transformation.
I would assume if we click that we can see that now we get a different option of the manipulator here
so we can turn that on and off with this.
But how are you rotate it.
There's this one blue line that goes around and I can't really get to in any axes.
So if I click the blue line without trying to move it, just click it one time.
Now we get the axes.
So what we're trying to do is get this to rotate in the direction that we want it to be.
So we want it to go in this direction because it's a cylinder.
And so we want this cylinder shape to match this one.
So when we're doing this, we can see the UVs update dynamically and.
We can try to get them as straight as we can, but there's a straightening tool that we can use later
so, you know, do your best, but it's not that big of a deal if it's not exactly up and down.
But, you know, if this was way off to the side, you'd be able to tell because it's distorting the
UVs in a similar way.
The moves are now kind of diagonally stretched.
So let's get this vertical and we can see that the end caps are kind of getting squashed, because if
you think about it, they're getting project is getting projected from, you know, around the cylinder
manipulator.
And if you're on the endcap here, you're just getting super stretched because it's like looking down
at this like this and taking a, you know, movie projector and trying to project a movie on it.
It's going to look terrible on this end, cap.
Right.
And that's why that looks terrible.
But we're going to resolve that later.
So the other issue we need to have resolved is the fact that this is only projecting on half of the
thing.
We want this cylinder projection to go all the way around the cylinder.
You can see with these white lines where the border of the movie is, and it's in a place that's not
super helpful because we might actually see this exactly in the wrong spot, actually.
So we in general, you do not want to see you've seams if you can help it.
So let's put this seam on the bottom by using this tool.
So let's rotate this down.
And you can see that white line move as we rotate the cylinder projection.
So now it's on the bottom, which is where we may never see it, hopefully.
So the other thing we can do is.
Go back to this tea button and get out of the transformation mode, and now you get these little squares
over here, see how they pop back here.
That's what we want to drag this thing down and we get to wrap the whole cylinder around so you can
see all of these squares start to get undistorted and then we can drag it long ways with the kind of
green ACSI button up here.
So now we can stretch the whole thing out.
So it appears that we're kind of making a distorted image here, so what I'm gonna do is turn off that
texture, I'm going to turn on the turn that one on and this one on.
And so what this one shows us is where distortion is happening, right?
You can see distortion, red and blue.
Neither of them are good.
We want to see white.
So that's what this button right here does.
It turns it on and off and I turn this one off because I don't because this is this is also showing
blue and red, but we don't want to see if the shells are overlapped or not.
Right now, we want to see if they're distorted.
And that's what this third button does.
So that selected and kind of visually see, where does this thing turn?
White is like right in here somewhere.
And I can double check that with the checker box here.
If I turn that on, I can see that indeed these are pretty close to being squares.
It looks like it's still squashed a little bit.
So let me go back in this direction.
It looks like in here and click the checker box again.
And yeah, it looks like these are pretty much checker boxes, but of course the end caps are still
screwed up, like in a really bad way.
So let's resolve that.
So now when we had any manipulator, I'll get rid of this sorry.
Any manipulator shortcut like W now we lost something really quickly.
I want to show you that you can actually get the manipulator back for the UVA cylinder projection.
If we clicked the cylinder projection and we accidentally get off of it somehow and we click that,
we can see that we don't have that manipulator anymore.
But what we can do is go over here to the inputs under the channel box here and select the cylinder
projection here, poly cylinder projection as we click that if we hit on our keyboard, we'll get the
manipulator back when we have this selected, we can see I'm just sending F in the movie thing to frame
it up.
We can see that it's going outside.
OK, I'm hitting Alby so we can actually see numbers again.
We can see it's going outside of the zero to one space.
So let's go to a movie and select all of them.
And now we can go to a range and layout and just say layout, sort of snap it back down to that zero
to one space.
And even then, sometimes it gets a little too close to the border edge.
And so I actually, with all the you've selected by going here and just clicking and dragging, everything
actually scaled down.
Just a touch.
Now you can see that texture went away because it was no longer going into that kind of quadrant.
So I'm going to leave up these in caps for you to do just with the planar projection that we learned
in the last lesson.
So in this lesson, we learned how to merge you've borders and how to unwrap a cylinder.
So in the next lesson, let's look at these cylinders.
Now we know how to unwrap a cylinder, but what a pain in the butt this would be if we had to unwrap
each one of these things individually.
So let's learn how to transfer UVs from one object to another in the next lesson to speed up.
You've creation like something like this.
Thanks for watching.