So you basically have all the knowledge you need now to UVA and wrap this entire thing, if you don't
want to do that, you can jump ahead to the next lessons and seen files that have this whole thing,
UVA and wrapped for you, which I'm going to do.
So you'll have that to fall along in the shading texturing of courses.
But I encourage you to unwrap this whole thing.
When I was in film school, we were forced to unwrap objects so that it got drilled into us how to how
to do it and how to be very efficient and understand the tools really well.
Because like I said at the beginning of these few lessons, this is something that you can't skip.
Like every object has to have UVs.
And that's just, you know, this isn't the most glamorous thing to do, but you have to do it.
Otherwise, you're not going to have texture's on your objects.
So it's kind of crucial.
But so in this last lesson, I just wanted to cover very quickly kind of odd angles, because the only
thing that would maybe prevent you from wrapping this thing at this point is just these kind of odd
angles, because the cylinder and the planer projection may not work because the planer projection has
limited axes.
But let me show you a little way around that.
So let's select all the faces that are kind of facing the same direction.
So I'm just going to click drag select all of these and then I'm going to go down here and I'm going
to hold down control and click drag and deselect everything that I had selected through the object.
So now have all of those faces I may want to grab, like this top kind of Bevell edge around and hopefully.
Yeah, double clicking on the next one all the way around maybe.
I don't think I won't include that next one.
Yeah, I'm not going include that.
So what we can do now is go to you've planer and now we can use the best plane option.
So now you can see all the axes got great out.
And if we hit apply and we cross our fingers just right, you'll see that it did in fact kind of choose
the best plane for this thing.
And now it's doing it at the right angle.
So the only thing we would have to clean up about this is the fact that all of these edges here or sorry,
faces that go all the way around are facing the wrong way.
So we need to do that again for these the ones on either ends and we can hit apply and it'll maybe not
work.
But what we have at our disposal is this T button here and the blue ring, again, a little quirky thing,
but now we can rotate the plane to be exactly where we want it to be and had all be so we can actually
see the plane and we can rotate it around.
We can hit plus and minus to increase the manipulator size.
And yeah, that's that's what we got.
So, yeah, I'm not too particular about UVs that you're not going to see that much.
It, you know, if you were going to have like a close up shot of this object because you know, it
is a hero object, I, I maybe get super specific.
But this stuff, I also don't work.
I mean, sometimes I don't even worry about these things.
You know, it all depends on what you're using this object for, how close it is, the camera and all
that kind of a thing.
But basically, you know, some people don't even worry about that stuff.
They just like go to the select an object.
You know, they can be pretty lazy about it.
Go to youve hit automatic and just say whatever.
Skydives now.
And it does, you know, for you, if you're going to use a kind of texture software or you're just
going to paint over this thing, you know, some would argue it doesn't really matter because you're
not doing that stuff.
But basically, if you're ever going to use procedural textures, which means like noise or fractals
or something like that, it's going to look super stretched out and weird and these obvious places where
there's not checker squares.
So, you know, try not to get too lazy about it.
Sometimes people just avoid, like, these little nooks and crannies and don't get very specific about
the moves.
And I think that's kind of OK.
But don't let that go too far and just totally ignore getting some type of UVs organized.
So anyway, but for this piece, I would just kind of keep going through selecting faces and projecting
planer UVs onto them and maybe even like sewing up some seams.
But yeah, that that's basically it for UVs.
For the Ghostbuster trap, we're going to learn a totally new tool for unwrapping.
I think it's a little more useful for oddly shaped objects, organically shaped objects, which is convenient
for our school character, our Mr. Bones character.
So in the next lesson, we will open him up and I will show you how to.
You've unwrapped that, but from here on out, you know, the rest of this is up to you, you know,
everything you need to know to be able to unwrap this entire object.
And so I will see you in the next lesson where we will discuss a completely new Yoovidhya unwrapping
tool and unwrap the little Bones character.
Thanks for watching.