 In this step, then we will make a material for our corks that are currently sitting in the flasks on the table And we're going to use that as a way to introduce cylindrical mapping for UVing So we are going to go into our Hypershade first of all we'll clear the graph and we'll make a new AI standard surface Let's give it a name and one to score cork should suffice Because this is going to be another matte material We will probably choose clay because there's nothing else really close to what I want And then I'm going to load in the color So as you can see now, I'm starting to put more of my Textures into this folder and I'll just repeat again if you want access to all of the textures that I'm using you can get them using the Link in the description below the video that will give you access to my project file And then all you need to do is go into my source images folder Copy all of the textures and then paste them into your source images folder. Okay, so I'm going to go for the diffuse on the cork Lovely then let's get the roughness loaded in and that's going to be the are Lovely and then we just need the normal map and that should add the bobbly look to it. So I'm just gonna load this in again. Make sure we choose tangent space normals loading the file and cork normal Okay, and now what we want to do is assign this to our corks So you might find it a little bit easier to see if You just go back into shaded mode for this or maybe even wireframe mode and Then we're going to select both of our corks and just do shift select like that And then what I'll do is for this one I'm going to do right-click on there and assign material to selection and Now I can press six back in here and I will see my corks lovely job. Okay, let's UV map them So you can see they're not quite spot-on in the way that I would hope that they would be and I think what I'm going to do It's just work on one cork at a time. So we'll select this one first and then I'm going to go to display Hide hide unselected objects and that will just isolate this cork for me so that nothing else gets in the way So you can see the top and bottom Actually aren't bad, but going around the side not really what I'm looking for So what I want to do is just right-click on this we're going to face mode and I'm going to use marquee selection To select all of those faces going around now what I also want to do is this ring here on the bottom and This ring here I also want to select because I think they're part of the side or they look like they are to me and I could just Select them manually or I could double-click on there the loop But what I'm going to do instead is hold shift on my keyboard and press full stop Which is greater than and that will just add to the selection around my current section So that added that band there and that band there. Okay, we're now ready to UV map this So we're going to go to UV and we will click on the little options box for cylindrical You will see that there's actually not much there to choose click on project and that straight away is looking quite nice That's much closer to what I'm going for so at this stage. I can go into object mode and have a look at it So that is actually passable as it is But you can say that there's a difference in the size of the texture on the side and the top in what we call the Texel density It's a lot more dense on the sides than it is on the top Tremedy that then we're going to go into our UV editor. So I'll get it from that menu there We are going to go to UV shell mode So I'm just going to right-click in here go to UV shell each one of these pieces So we've got the top in the bottom and going around the side. These are all called UV shells I'm going to select all of them by getting a marquee selection So I've also got my UV toolkit here as well. If you can't see this don't worry You can just go to tools in your UV editor and you can click here So currently for me it will hide it or I can show it. So with these shells selected We're going to go to arrange and layout and we're going to click on the layout and What this does is keeps the Texel density Consistent so this will be our top because it's slightly bigger than our bottom and here is the side So now if I just close these windows, you should be able to see that now the size looks really consistent With that done then I'm now going to bring everything back with display show all in fact. We can do display show Last hidden which will bring back everything and that cork is done So I'm not going to repeat that process You can just rewind the video if you need to but I want you to sort your UV mapping out on your other cork and Then we can get ready to move on to the next step in that one We're going to be creating our material for the window frame and the window sill and we'll also be using an automatic UV Projection to get the UV's on that one sorted out So I will see you in the next step with sorted UV's on this cork Don't forget it. See you in the next step where we'll do a bit more materials and UVing 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