 So, your colors are ready, you got the tools. But before I tell you what to do, I want to tell you why we do it. So why does the best 3D anime studio use square UV maps instead of normal texture maps? Well the answer is clarity. To give an example, here is a normal texture map for Noelle from Genshin Impact. The UV map follows normal standards and is organized in the traditional way that you would expect. And it looks beautiful, especially from a distance. But as you start to zoom in for the close-ups, the details start to pixelate and become blurry. And this is something that the lead character modeler for Guilty Gear really wanted to avoid at all costs. So he and his team developed the square UV mapping technique. And if you look here, you'll see that this technique has the ability to keep all the detail crystal clear no matter how much you zoom in or out. And this means that you can get perfectly clear lines from any distance without needing a massive 4K texture map. My texture map is actually the same size as the Genshin map. But the details on mine never get blurry no matter how close you get. And that's because I've laid out the UVs in the Guilty Gear square style. And the utility you can get from this is actually pretty insane. For example, here's what the gun detail looks like on a map that is 1024x1024 pixels. Now if I shrink the size in half to 512x512, it'll look like this. And if I half it again to 256x256, it looks like this. Now while the 1K map is still the clearest, this one is literally one-fourth the size. This is awesome. Because from a normal gameplay distance, the player probably won't notice the difference between a 1K square UV map and a map that's 256. So if you know that you're going to be limited to a weak system like for a phone game, square UV mapping is an excellent way to achieve crystal clear detail from all distances with tiny texture maps. And it's also pretty easy to adjust. So this is what the map for this area looks like. I just took these faces and straightened them out and texture painted a simple black area over here. And if I wanted to adjust the shadow detail around this area to be bigger, I just have to move the UVs farther into the black zone. And if I wanted the details to be less, I can just move the UVs farther away from the dark zone instead. So those are the benefits to using this system and what I will be showing you in the next few videos. So hope you look forward to it. I just wanted to explain what it is. And as always, thanks for watching. Hope you have a fantastic day and I'll see you around.