 In this step, we're going to step up the complexity of UV mapping a little bit And we're going to concentrate primarily on two pieces of the table that piece there and that piece there And this time we're going to do the UV mapping first and then we'll add the material at the end and make any changes If we need to although we shouldn't need to so let's begin by mapping out one of these planks It doesn't really matter which one you choose, but we only need one so select one and then we're going to hide everything else We'll go to display Hide hide unselected objects So we've just kind of given ourselves this to work on what we're going to do first of all is map the longer edges And that's because these are the ones that we'll see the most of the first thing we'll do is just pop this into face mode And we're going to select the top face and I'll swing around to the bottom hold shift and select the bottom face So we've got top and bottom selected if you can cast your mind back far enough We also did a bevel on these and we want to have these part of the first part of our projection So I'm going to hold shift and full stop which is greater than and that will select the beveled edges around the top and The bottom and that's going to give us what we need for our first projection So what we're going to do for this now is go to UV In fact whilst we're doing some more complex UV mapping what I'm going to suggest is that we move into the UV mapping workspace So let's just go to the drop-down here. We've been in modeling all this time. Let us now go to UV editing So what this does is it gives us our Perspective view over here. We've got our UV editor here and the UV toolkit So everything that we need kind of at a glance, which is nice So let's start by getting our first faces UV map. So we're going to go to UV. We're going to choose Plain R and we need to make sure that we're doing the y-axis and that keep the image width and height ratio is turned on and Then we'll click on project that will give us our two faces done What I'll then do is just rotate those around. So let's go into Transform and we'll rotate them 90 degrees. It doesn't matter which way around we do them And I'm just going to move these off to the side for now Perfect now what we need to do is select the side pieces. So that side there and that side there and These are going to be seen the least So they're not as important, but I still want to get them right if I can so we're going to map these on the z-axis So let's go to UV plane art and change the project from to Z and project And we're just going to rotate these 90 degrees as well Lovely and we'll move those off to the side So I'm just pressing w to switch to our move tool and that just leaves a few pieces so we need the end piece and the two pieces to the side of the end there and Then we'll just switch around and do the same here. So the end piece. I'm holding shift to get all of them that piece there and That piece there keep in mind that whilst we're in face mode We also could have just done this to select them all as well There you go and these ones we're going to project on the x-axis. So let's go to UV plane art and x Project this gives us all of our pieces now What I want to do is try and line these up before I can do that. I'm just going to go into UV shell mode Select them to my move tool on and I'm just going to move them like this and you can see That we've got pieces on top of other pieces That's fine and normal that should have happened So now we should be looking at one two three four five six UV shells now that we've not got them overlapped The next problem that we have to solve is that half of these are facing the wrong way and we can check that by using this tool here When I click that you'll notice that some are blue and some are red red is telling us that the UV is facing the wrong way So it's flipped over and we need to flip it back in order to do that Just click on one of your shells and in the transform section of your UV toolkit Just click on flip and that will flip it around and it'll go blue At this stage you could be done It would be a bad idea to finish here though because your text or density is going to be inconsistent these end pieces Much bigger than they should be they should only be about as wide as that Before we can make the change though I just want to check something because we don't want this to go wrong So I'm going to press ctrl and a a couple of times And that will open my channel box and I can see that I've got some transforms on this shape And I want to get rid of those before I attempt the layout otherwise. I'll get results. I don't really want So let's just do Modify for your transformations. There you go. You can see they're all gone I can close my channel box for now and then into shell mode here Get my UV toolkit back And now if I click on layout, which is just down at the bottom under a range and layout Everything goes the right size and shape in relation to one another I'm now going to suggest just one more change and it's called Stitching if you think of these as like fabric to get the woodgrain on these to look consistent as it wraps around What I'm going to do is just go into edge mode And if you see as I'm mousing around with my edges Often two edges. You can see I've got two red edges there two edges there This is my telling us that these can be stitched together So what I'll do is I'll start here and just click on that edge there and Then I'm going to go into cut and sew and then I'm just going to click on stitch together You can see that that now has created one shell out of those I'm going to go on to here as well and we'll just stitch that together and Then I'm going to go up at the top there and Stitch together and that's added that I'll do the same here on the bottom stitch together and one final piece to add on click on there and Stitch together and what I've done now is created one UV shell Of all those pieces, which means the woodgrain is going to wrap around and make sense in most places There will be some seams where it can't be joined up, but I'll get fewer seams because I've done it this way So I'll just do one last layout to make sure that it fits in this square and That is perfectly UV'd one last thing to check. I'm just going to turn on this here, which is the checker map I'm going to go into object mode And if I can see that everything on here is squares and not rectangles That means I've got a good UV map And that to me looks like a good UV map. That was like all squares So I'll turn that checker map off. There's one other thing you could do by just Click on here If you see any red when you turn this tool on that means you've got some UV distortion You can see there's no red in there for me. It's quite happy with it Don't turn that off. Okay, so that's our first piece UV mapped I'm very very happy with that if yours looks like that you should be happy too We'll just need to do the other piece of the table as well So let's go to display show and we'll just show last hidden and Now we're going to select on this piece You can see this does not look as it should then we'll just hide everything else display Hide Unselected objects. Okay the easiest place to start with this one Let's go into face mode and we'll click on this bottom edge here And then I'm going to hold shift and double-click up at the top and That will select all of this front edge Then I'll swing around and do the same on the back holding shift still click on the bottom up to the top Double-click, so now I've got Front and back selected. We also have this bevel here Which I would like to be a part of this selection, so I'll do the shift and full-stop trick to get that selected There we go And now what I would like to do is get a planar projection and I can see I'm looking through the x-axis, so let's do that planar x-axis project and That gives me that UV there So I'll move that off to the side and now I've just got these edges to work with Now luckily I know that I'm not going to be able to see the top or The bottom so I don't need to worry too much about those What I'll do instead is click on this bottom edge here and double-click on the top edge there Then I'll do the same shift click there and double-click there So you can see that I've got the two sides there selected and I'm going to choose to just do a planar projection on the z-axis for these so let's do planar Z Project that gives me two more pieces that I can move off to the side and Then I'm just going to go into face mode here Select these two and I'll just do these on the y-axis so that they don't it doesn't really matter Because I won't be able to see them, but I might as well do them Okay, my next job is to make sure that I don't have pieces overlapping anymore So we're going to shell mode and select them one shell at a time and Make sure that they're not overlapping There we go that gives me now six pieces then I'll click up here to see which ones are the wrong way around and I'll flip them flip flip and Flip and now to show you something You can see now where the distortion is on these some of the distortions not too bad and makes sense like on these sides Because I know that they're all right, but where I don't like the distortion as much is here Not a big fan of that at all. So for these two shells I'm going to select them. Let's just minimize some of these sections of it I'm going to go into unfold and click on optimize Here's the result that gives me so now I'll just click on them one at a time and click on straighten UV's and That will get them nicely lined up again and now this Checkerboard pattern is going to be really important to me Because I can see that on here These are rectangles So I'm going to select both the shells so that I get them symmetrical Change to my scale tool and then I'm going to just scale them up and I'm watching here to make sure that these become Mostly squares and I won't get it exactly right, but I'll get it close So I can see now that as I look at this Most of that is now squares. It's certainly much closer than it was. So everything else is squares I'm happy with that so we need to get these to be laid out to get the textal density consistent So I'm now going to go into shell mode I Need to check that I've got no transforms on this. So let's get our Outliner open that doesn't really give anything away. So I'm not going to risk it. I'll just pop it into object mode. I'm going to do Free transformations and edit delete by type history Now that I've done that I Can see more distortion here. So Let's just try and optimize this again See if it goes any better It has gone better. So yeah that optimization has worked much better now So let's just now straighten our UV's and Let's lay it all out into shell mode select all of the shells Arrange a layout and click on layout I'm happy with that the wood grain is going to open now. So that should work out. Okay So let's go back into object mode I'm just going to turn off the checkerboard pattern We're going to go to bring everything else back display Show last hidden And now with these two pieces selected I'm going to do one more layout to get the textal density to be consistent So let's just do a layout. So these one now if I turn on the checker pattern the square should be the same size They absolutely are so that means that the wood grain will look like it all came from the same type of wood Okay, we can turn the checker pattern off So our UV mapping of those two objects is complete and it's bloody good. Let me tell you that is some good UV mapping right there So let's build our material and add it. We'll do that nice and quickly. So into we'll just go back into our modelling Workspace and now let's go into our hypershade clear the graph and we will make ourselves a new AI standard surface Give it a name and underscore table will do for me I'm going to use the clay preset and then we'll load in the color So you can see I've got a table Texture already named so we'll click on open for that and then what we'll do is go to add the roughness So let's go to file Click on the type of file you want and it's going to be table roughness Oh nice And finally, let's add our beautiful normal map into geometry Click on the checker button for bump mapping choose a file Make sure we're on tangent space normals click on the little arrow next to bump value Click on the folder and let's bring in our table normal map Yeah Okay, we're going to add that to that piece there And that piece there and let's have a closer look at it Okay, I think the table grain might be showing up as too big. I'm going to check it In Arnold just to make sure that it looks too big Actually, I take it back That to me looks okay, so I'm not going to make any more changes to those UV maps I think that will work Perfectly right then that's going to do it for this step. It was a bit of a long one But you are now pretty good at UV mapping. I promise you that In the next step rather than UV map all the other planks and this piece over here What we're going to do instead is we're going to duplicate the UV maps from the pieces We've already done onto these new pieces which can be a really good time saver So I will see you in the next step for some UV map duplication Game Dev Academy is graciously supported by these absolute legends If you'd like to offer your support then check out our patreon page using the link in the description below