 All right, so let's do a quick review of all the stuff that we covered in that section now We covered quite a bit of stuff, but we have a now a procedural RAM model You can use all the sliders and stuff that we've been promoting up to our HDA's User interface and you can change the shape of it and all the UVs get updated It's really cool. All right. I highly recommend you know starting to look at you know modeling this way I enjoy it thoroughly and it's it's really good for reuse, especially if you need to create lots of variations Highly recommend it. Anyways, let's go and talk about the next thing So we learned some procedural techniques, you know, we talked about group by range We learned how to join different curves together to create the shapes that we want We learned how to use the new sweep node. We learned bunch of cool Procedural techniques that are used quite often in this process and now there's there's lots more But you know, that's what comes with the practice So I highly recommend just learning what the nodes do and the the data that the output and You know mix and match them together and see what kind of results you get. All right, so Then we also took a look at creating creating clean procedural UVs All right now I highly recommend also doing it this way too So you don't end up with a ton of shells now, you know substance painter and mixer 2020 They do a great job of you know using the triplaner texturing or the what mixer calls box projection You know the original term is triplaner projection. All right, but I Still like to at least have my my UVs laid out in an organized way There are some cases where yes, you will just throw down a UV unwrapped node and create a bunch of shells But this is a great way to do this. All right, cool So with that let's move on to the next section and get a high res model created and take care of our bakes