 This tutorial is sponsored by environment textures comm high quality images for 3d artists and game developers Okay, so what we need to do now That the low poly is complete is UV map it No one likes UV mapping, but I think if we work together We can get through it So we're going to map different parts of this At a time, so let's just get into face mode And we'll select All these faces that go around like that How have I selected the bottom? I didn't want to do that. Okay. Let's just get the selection in this view Okay, so I just want those faces around the side first of all and then we're going to go to I'll open my UV editor so I can see what I'm working with Okay, and Can I just make that a little bit more visible? What does that do? Yeah, that'll help Okay So we're going to click on UV and we're going to do a cylindrical map because you know We're working on a cylinder that makes sense and we'll click on that and that actually looks Very clean. We don't need to do anything else to that that just worked So I'm just going to move that up out of the way for a minute. I'm pretty darn happy with that Next thing is to do some other bits and bobs so let's go back into this face mode and I want That ring there and I'm going to UV map this one with a planar projection on the y-axis and That's just that bit there. So let's move that over there And I want the one on the bottom as well and we'll just perform the same sort of projection on that Move that one up out of the way. So I know that they go together Okay, whilst I'm working on the top and bottom. I'll get this one here done Beautiful and that's going to be on the way axis as well So You can go there and then I need to do the bottom. So select all these faces It's got to be a quicker way of doing this and then we're going to go to UV planar boom There we go, right now Can you see that I've got these weird little things going on here and what they are? Are these bits here and these need to be cylindrically mapped as well? So I'm going to try and do these hello at the same time So let's do UV cylindrical and that looks okay, and I'm going to try Not quite. I'm just going to scale this up a little bit So it goes to the top and bottom of that as near as I can get it Just to try and match those up because that will make my life easier in Photoshop. Yeah, that looks okay right All I've got to do now is get all this to fit in the zero to one space so that I can Have this ready so I'm gonna click on this and see if it will just give me a favorable layout Sometimes it does sometimes it doesn't let's see what it goes me That's something I can work with I'm not happy with that. I think I'm gonna do it manually, so I might not get the most efficient layout doing this But I like to be in control Shell Okay, so I'll get those three shells and move them in And I want these to pretty much Be the width of my zero to one space. I think I need to go full screen for this I want to be able to see what I'm doing Okay, I'll move that down to the bottom Okay, next I'm gonna get these two and see I'm gonna have fun making these all fit I think what I'm gonna try and do To maximize the space is I'll bring these in around those Trying to give myself a little bit of space Like that. I think that looks okay And I've got one more of these up here. Try and get that kind of centered on there Bring that in after that. Yeah okay, so I'm pretty happy with that. I think I've given myself enough space So as UV maps go That's pretty tasty. Okay. What I can see though. I'm not particularly happy about is that I've got some that are Red and that means that they're not facing the right way The normals are in the wrong direction So we need to flip those normals and then we'll have a beautifully clean UV map Hopefully so select something red if you have anything red and just click on this and it will flip it around and Basically, just take it from being red to being blue Which is all we need there we go right that is Damn fine UV map it will probably be a little bit better if my sizes were a bit more consistent Which is really how he's supposed to work, but okay Right now that UV mapping is done and we're happy with that in the next step We're going to do the actual baking So we're going to bake the normal data from the high poly mesh onto the low poly mesh So I hope you will join me in the next step for that