WEBVTT

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So, UVs are basically all the faces of the mesh laid out flat, and that way we can use

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a texture to colour our mesh, and wherever the faces are that we've laid out flat, we'll

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use that bit of the texture.

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This will hopefully become clear as we work through creating the UVs and texturing the

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mesh.

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And before diving into unwrapping our mesh, I'd just like to go through some fundamentals

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of working with UVs in Blender.

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So let's just create a basic cylinder to experiment on, and I'm going to use the third layer now.

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I'm going to just click on the third layer at the bottom, just because it's a nice clean

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scene, and then I'm going to go Shift S, and then cursor to the centre, just to reset the

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position there.

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And then I'm going to go Shift A and add in a mesh cylinder, and that should be fine.

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And this, let's just call this UV tests.

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Okay, so I'm going to close out the tool shelves there with the T key and the N key, just to

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give us a little bit more space.

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And then I'm going to tab into edit mode, and then I'll just add an extra edge loop

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just towards the bottom there with Ctrl R.

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We don't need our reference image in the background here, so I'm just going to press X just to

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remove that.

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And all of our UVs will show up in here, and in fact, if I select everything with the A

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key, you can see none of the standard objects come with UVs, so we're going to actually

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need to build all of our UVs from scratch.

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It's not too tricky to do, all we need to do is just press the U key, and then that

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will bring up our UV mapping menu, and then at the top here we can see we've got unwrap,

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so let's just give that a try.

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And it kind of looks like Blender has completely ignored us, but if we just press T to bring

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up our tool shelf, you can see that we've got at the bottom here this unwrap.

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In fact, we can also do that with F6, and you can see that we've definitely performed

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some kind of unwrap method.

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So not a lot has happened, and the reason for this is because Blender requires some

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seams because otherwise it doesn't know exactly what you mean.

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So if we actually just come into edge select mode with Ctrl Tab, and then Alt Right-click

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on this edge here, we can say Ctrl E and then Mark a seam.

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Imagine this is using some scissors to try and lay this out as flat.

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It can now calculate how it might like to try and lay the whole mesh down flat, knowing

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that it can actually cut down this line now.

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So if we select everything with the A key again, and then try that again with the U

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key, and then unwrap, we get a total mess.

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Because although it has some information that it can cut down this line, it's clearly not

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enough.

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And in fact, it's not too difficult.

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We can just select this face at the top, and then go Ctrl E, and then Mark that as a seam.

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And now let's give that a try with the A key, and then press U, and then unwrap now.

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And now things are starting to look a little bit cleaner.

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If we just take a look at the bottom and repeat that kind of procedure, so select the bottom

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face, Ctrl E, and then Mark seam, and then try that again with selecting everything with

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the A key, and then U, and then unwrap, we can see we now get something looking a lot

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more reasonable.

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So if we press F6, we can come and take a look at the margin, and we can still tweak

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this, if we want to kind of give a little bit more distance between the UV islands there.

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So that's the first major thing to think about when unwrapping, is where you want UV seams.

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And if that sounds daunting, because you're not sure where you might want your seams at

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this stage, there is another way we can begin to lay out our UVs.

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And that's by using a smart UV project.

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So first of all, we can clear our seams by going Ctrl E, and then clear seams.

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And then if we bring up our UV mapping menu again with the U key, we can see we have this

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option smart UV project.

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And when we initiate that, we've got some options to be able to pad the islands a little

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bit, which I always like to give a little bit more padding there.

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And then we've got this angle limit, which is what will change the result of this tool

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the most.

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Basically, this is going to control the amount of UV islands that we get.

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A lower figure in here will give us a lot more islands, but less distortion.

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And a higher figure will give us fewer UV islands, but more distortion, meaning the

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UVs won't quite match up in size with the actual dimensions of those faces in the 3D

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view.

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So we'll then need to go in and fix that stretching, which we'll see in a moment.

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So I'm actually just going to set this down to something like 45, and then click OK.

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And then you can see we have these islands that have been grouped for us now.

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In fact, let's just do that again by pressing U and then smart UV project, and then taking

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that right down to something like 20, just to see the effect of this.

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And then you can see we're getting a lot more different islands there.

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So let's try that again.

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And then, in fact, let's take that up to something like 90, or 89 is the maximum.

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And then click that again.

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And then you can see we're getting only a three islands here, but a much more distortion

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at the edges.

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But that's okay.

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So what I'm going to do is just try and correct this now.

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So what we can do is we can come in to edge select mode with control tab, and then I'm

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going to just shift select these two edges and then press V. And then that's going to

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initiate a stitching command.

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So at the bottom of the image editor, we can see in the header, we've got some helpful

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information here.

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Now the main thing that I'm going to concentrate on is which island I want to switch.

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It's the I key, which is going to allow us to do that.

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So if I pressed I, we can invert which island is getting moved basically.

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But I'm going to leave that at default and just press enter to confirm.

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And then I'm going to just shift select these two here and press V, and then press enter

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again.

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And then we can see we now have these three major UV islands.

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Next I can come down to the UVs menu and then say seams from islands.

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And now it's going to create sort of roughly what we had before.

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So we have seam going around the top, two edges down the side, and then on the bottom

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face as well.

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So if we select everything now and press U and then unwrap again, you can basically

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get something very similar to what we had before.

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The next thing I'd like to talk about is a couple of helpful things we can use to assist

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in our UV mapping to reduce things like stretching.

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And to do that, one thing that's going to help us is if we create a new image.

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And this is our new image dialogue that we get.

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For this, I'm just going to call this color grid for now.

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I'm going to alter the color to be something like, in fact, let's just set this to be something

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like 0.5, just something in the middle.

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And for the size, I'm going to set this to 512 by 512.

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And then the generated type is blank currently.

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And I'm going to set this to be a color grid.

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Once I do that, I can click on OK.

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And then you can see we get this color grid in the background.

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That's not looking particularly helpful over here, though, because we can't see anything.

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If we was to go into textured mode with Alt-Z, which is just switching this viewport shading

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mode to texture down here, you can see everything goes black because we don't actually have

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a lamp in our visible layer right now.

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This is why I'd like to show another option that we've got in the property sidebar with

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the N key.

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And then down in the shading area, we can switch to textured solid mode with the Z key

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first.

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And then that will give us this extra option here, the textured solid.

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When we do that, we can see whatever texture happens to be associated with its UVs in the

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viewport.

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And that means we can sort of bypass any harsh shadows and general viewport effects that

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we might have happening, which is obscuring a good look at our UVs, basically.

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So we can see in here that everything is looking fairly undistorted and isn't flipped or anything,

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which is the benefit of being able to visualize this color grid on our object.

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If we just select everything with the A key, we can see the actual UVs showing up.

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And then we can press A to select everything in here.

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And then we can sort of scale them up and you can kind of see the effect that that's

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having in the viewport.

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Something else that we've got is another sidebar in the image editor that can be quite helpful.

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If we press N in here, we've got a UVs area and that's going to allow us to visualize

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any stretching in here.

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So if I just enable that, that's currently set to angle.

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So if we were to just grab one of these and start to move out, you can see if that happened

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to be our UVs, we would very easily be able to catch there was some sort of error there

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based on the color feedback that we're getting.

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Blue is perfectly fine.

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And the more that that's getting pushed into red, the more that that is going to become

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a problem.

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We've all got the angle method of visualizing there.

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And we've also got the area method.

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Now basically all this is referring to is if we grab this face here and start to scale

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it down, it's basically telling us that the difference between area between these islands

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is an issue based on the actual size of the geometry in the 3D world.

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So the more we scale that back up to be an accurate size, the more that it should all

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settle back in a calming blue.

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So I'm just going to switch off the stretching information for now and let's take a look

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at a couple more things to do with UVs before we begin to unwrap our models.

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There's two main ways to visualize and work with our UVs in Blender and each behave and

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display slightly differently.

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And this is the keep UVs and mesh selection in sync option, which is this little button

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that you can see down in the header here of the image editor.

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So this option is disabled by default, and I encourage you to get used to the differences.

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This option is actually very helpful because as the name of it suggests, it allows us to

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visualize which faces on the model belong to which faces in the UV map.

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And currently we don't have this enabled.

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And you can see that while we have this face selected in the UV map, it's not really giving

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us any clue as to what face that might be over in the 3D view.

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So if we just enable that now, you can see that we've got all of our faces selected as

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we needed when we didn't have that option enabled to be able to see our UVs.

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And now what we can do is we can switch to face select mode and then say select this

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top face.

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And now we can see that this is the face that this corresponds to in the UV map.

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And similarly, if we're trying to track down something particular on the sides, this face

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here turns out that it's this face over here in this UV island.

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So let's just give ourselves a tiny bit more space just to expand out the image editor's

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header bar here.

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And with this option enabled, it might be a little bit more intuitive as to the way that

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this is working.

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When we disable it, you'll notice that we have actually got this option here, which

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is to do with the sticky selection mode.

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So now you'll see that we've disabled it.

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The only bit of UVs that are showing up happen to be the face that we have selected in the

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view.

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So this is kind of a way in which we can kind of isolate UVs and just work on particular

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areas.

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But there's still another way in which we can do that with the mesh selection in sync.

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So if we enable that and then press shift H, we can hide everything in our 3D view.

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And that's going to correspond to everything in the image editor as well in our UV editor.

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And then we can go alt H just to bring everything back.

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So let's press A to deselect everything.

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And let's take a look at one more thing.

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So if I go control tab and switch to vertex select mode and just select that vertex here,

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currently our mesh selection is in sync.

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And if I try to start moving this particular selected vertex now, you'll notice that the

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corresponding vertex up on that top shell is actually moving as well.

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So this is an instance where we might actually like to disable the mesh selection being in

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sync with what we're looking at there and then come over to here, select everything

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with the A key.

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And then if we select this vertex here and start to move it around, you can see we can

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just isolate essentially that one particular UV, if you like, rather than moving its corresponding

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point on that shell.

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If we wanted to change that behavior, by the way, we can actually come down to the sticky

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selection mode and just swap it from being shared location to shared vertex.

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And now when we select that vertex again, you can see that it's kind of behaving like

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it did when the UV selection was in sync.

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Also, another thing is you'll notice that we have vertices, edges, faces and islands

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to be able to select in this mode.

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But if we enable our mesh selection to be in sync, you'll notice that we don't actually

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have the island selection anymore here, we've just got the vertex edge and face.

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So I think that should give us enough information to start unwrapping our model and then we'll

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cover some more topics as we go in a more practical setting.

