 Hi everyone, welcome back to mastering UV mapping and In this episode, we are going to be mapping UV mapping this tricky little bit of piping here So usually UV mapping a cylinders really straightforward. You would just use cylindrical mapping But because this one goes around a bend like this that method doesn't work very well And you see we need to be able to get it so we can have this nice kind of Shower ropey effect going on and so we need our UV map to come out like this one nice long straight line So this is going to be the the finished effect. This is what we're going for But if we have a look at where we are So we currently have this so I've just got the default material on here at the moment and if we go into Our UV not that one if we go into our UV editing mode And have a look at the UV map for this We currently just have the standard Cylindrical map and that's not going to work for us because we've got some extrusion along here So we need to map this again from scratch So we're going to use a completely different method to get this to behave in the way that we want it to But first of all I'm going to put the material on there so that it looks the way I want it to look So I'm going to go into the hyper shade So if you're following along if you want to download the shower model And the textures from the link in the video description below You will get these materials here. Let's just frame them up a bit better So there's a chrome a hot and cold Which is the red and blue and a couple of different plastics that make up the shower head, but there's no pipe There's nothing for the shower hose yet So we'll create that now So I'm just going to clear my workspace. I'm going to go with a PBS because I want this to be physically based and I'm going to name it M underscore shower hose seems like a pretty good name and I want this to be metallic. I Want it to be pretty shiny. So I'm going to have a roughness of about zero point two and I also need to use a normal map and As I said if you're downloading my assets, you'll be able to find that in the source images folder So we'll go to the normal map here and Have a look in the source images folder and it's the shower hose underscore normal and this gives us all our lovely normal detail So I'll open that up and then you can see let's see if I can just change this to something that shows up a little bit better Not really that'll do it a bit better. So you can see that's how it's going to appear on our shower hose when we're done So let me just get a viewport in here I'm just going to dock that over here We'll just resize that a little bit just makes it easier to put my texture on and So what I'm going to do is there's my shower hose. I'm just going to drop that on there Okay, so you can see even though we should have all this beautiful Sort of corrugated effect at the moment. It's all stretched. It looks silly. It's just not working so we need to improve on that and That's where our lovely UV mapping comes in The first thing we're going to do to get this particular shape UV map to select it and we're just going to do an automatic projection And it'll give us something like this and this is not terrible It does at least allow the normal map to start to work a little bit But it doesn't work for what we need and So before we can make it better. We've actually got to make it a lot worse So I'm going to put this into edge mode select all of my edges and Then I'm going to go to let me just find my UV toolkit And we're going to go to cut and so and I'm going to do this stitch together command Which you can also get from the cut so menu here or if you're using an earlier version of my a move and so Kind of does the same thing but we'll stitch it together And we'll create this awful looking mess here So that that is not all useful to us and Again, it's just making that the normal map not work But now we can start to work with this so I just want my Channel box back for a second Because I want to be able to just ping this back in place in a minute So what I'm going to do while this is in place I'm going to go to modify freeze transformations and that just zeros everything out So what it means is that if I move this forward, which I'm going to do if I just put a zero back in translate Is that it'll just pop back into place, which is very useful So I'm going to bring it forward so that I can see my end caps here And what I need to do now is I'm going to have to cut Some seams into this so that the shape can unfold and that's going to make it work much better So I'm going to start with the end caps first. So I'm going to go into edge mode and just double click on that top one there Wonderful, I'm going to come in here And I'm holding shift and double clicking that so now I've got the top and bottom end caps selected And I also need an edge loop around the back It could be anywhere to be fair But because I generally don't want your seams to be seen not that this will be a visible seam But it's just good habit to kind of put it out of the way So I'll just hold shift again and double click And so now I have top and bottom end caps and the line that goes all the way along the back Which is what I want So what this is also doing is it's just going to cut one here And I could deselect that but because these end caps can't be seen. I actually don't care how they look So I'm just going to ignore them so that's now ready and I'm going to go into my UV toolkit again and I need to cut to these edges. So I'll just click on cut or again You can just go in to cut so and cut from there. So they are now cut So the next job is to unfold this and that's when this will start to become more usable So I'm going to go into UV shell. I'll just select everything and Then I'm going to go into let's just close this section for a sec Into the unfold section and there's unfold. So we give that a click and Now you can see if we're going to shell mode This shell here is almost perfect straight away Which is brilliant. So if we have a look at our shape here This is clearly isn't right But it's starting to come together So what we really need to do now is get this Upright perfectly straight So in order to do that, I'm going to select an edge Any straight edge. So just double click on that one And then I'm going to close my unfold section for a sec and I need to go into a range and layout And I've selected this edge here because I want to use this command orient to edges So if I click on that What it will do is take that as my straight edge and it will put this all upright Which is now much better. So again, if we go back over here We can see that this is now starting to take shape still not there, but we're much much closer Next job is if we go into it'll be UV mode I do this and be you see these edges are wiggly and now to be fair I could leave this as it is and I would pretty much get away with that But it would be a pretty rubbish tutorial video if I didn't show you how to do it properly, wouldn't it? So I'm going to select all the UV's on the shell here and Then I'm just going to close my arrange and layout section and go back into unfold for a second And I'm going to use this straight and UV's option here, which is really useful So if we just zoom in a little bit What it's going to do you can see some of my lines are a bit wobbly going Up and down vertically and they're definitely wobbly going horizontally as well So if I just use this option here straight and UV's Because they're all pretty close to being in line. My it just works out for me and it straightens everything up perfectly That is now beautifully set up. So I'm just going to go back into shell mode and Then the last thing I need to do really to get this to look right is I'm just going to make this shell much bigger Which will have the effect of tiling our texture So what I'll do is just bring this central into my zero to one space and then put my scale tool on I'm just going to scale this up Until the width of the shell pretty much fills My zero to one space So there that's about perfect. So if we go into object mode now and deselect You can see that we've now got that tiling effect going on and the contours Follow this around perfectly So these edges look a little bit jagged because I wanted to keep it quite low poly It also makes it a little bit easier to UV map And we can still smooth this out afterwards if you want and then what I'm going to do is just pop this back into place like sale and That's the UV mapping done So as I said that can be really tricky a few years ago that would have absolutely flummoxed me But using this method which I saw another youtuber using this method and it just blew my mind. It was amazing This method will get you out of Almost any tricky UV mapping situation to just stitch it all together and then cut in your own seams as long as you know You need to put them and we'll revisit this again in another video where we're going to use the same Method to UV map a teddy bear. So I hope you find this technique useful I know I really do and I hope that's going to help you to continue to improve a UV mapping Because as I've learned from trying to teach UV mapping to all my students this year Everybody hates it and it seems to be the trickiest part of getting into 3d modeling Okay, so that brings us to the end of another tutorial video Which I can only keep doing because of all my fantastic patrons These wonderful people support me with a monthly donation to help me keep putting out free videos like this one So that everybody can learn to become a 3d artist can learn to become a games artist with that said I would like to give a big shout out to my two latest patrons who joined in the last few days That's hi to Ryan young and to Eric O'Brien. Thanks for joining the campaign guys You rock and if you want to join the patreon, then check the link below Any kind of support is thoroughly appreciated If you want to take your UV mapping and use of my in general beyond what I can cover in my videos Then I really recommend you check out plural site. They've got loads of awesome tutorials I follow their tutorials myself That's how I keep on top of things and if you want to get access to the service If you use my link in the video description, you can get a 10-day free trial to check the service out Okay, so that brings us to the end of this episode I hope to see you all in the next one where we're even going to do a book and we'll take a UV map externally to Photoshop Detection there or we'll do a teddy bear where we'll take the UV map out of my again and we'll do some texturing in substance painter So we're definitely gonna do both of those. I just don't know in what order yet Okay, thanks for watching guys and I'll see you next time