 Hello there you beautiful 3d artists So we've made it to what is going to be my final step in this mastering UV mapping series And we're going to be doing the most complicated UV unwrap that we've done so far Which is going to be this handsome little teddy bear So we are going to be using some similar techniques to previous steps But what's going to make this one different is that we're going to be doing some stacking of the shells Which will allow us to basically double the pixel density we can get out of our textures And then as a bit of a bonus when we're done we'll take the bear into Substance Painter and make him look really cool If you want to use the same bear that I'm using Then follow the link in the description below and you'll be able to download this Along with all the other models and textures that I've used in this series so far Or if you want to make your own then this teddy bear is actually one that I made in one of my classes Following an exercise that was created by Mr. H and I'll leave a link to that video in the description too Right, we better get stuck in one of the first things we're going to do Because we want to have it so that we're only going to UV map one side of this guy And then we're going to mirror the geometry and that's going to allow us to Double up on our texture space essentially so the first job is to get half of him deleted So what I'm going to do is just hop into my four of you And I need my front view ideally there it is I'm going to pop him into face mode and Delete this half here doesn't really matter which half you delete, but I always prefer to delete the one on the left So there's that gone back into object mode, and I'm also going to delete the other eye There we go beautiful Okay, so at this stage I'm ready to start UV mapping the first thing I'm going to do is a projection So I'll go into this create option here, and I'm just going to choose automatic Boom and there we get lots of pieces not too bad But I want to get this down to fewer pieces, and I want to be in control of how it's all put together So the first thing I'll do is go into edge mode select all the edges with a big marquee selection I'm going to stitch them all together So I'm going to go into cutting so and I'm going to do stitch together boom and That's going to create this awful looking mess, which is in this case exactly what we're looking for Now what we want to do is go in and cut the seams where we want them So to do that I'm going to work on the bear, which is why I've got this side-by-side view And I think I'm going to start on the leg so into edge mode and I'm going to cut the leg off here So I might have to just work my way around to get this section So there we go. We can see that I've got that loop there selected And while I'm at it, I'm also going to cut the leg in half. So I'll click there Go around to the back and double click there and then Maya will fill in the rest of that loop So that's going to cut the leg off of the main mesh and it's also going to separate it into two sides At that stage, I'm going to cut my UV's At that stage you'll see that I get some seams exactly where I want them Next up, I'm going to do the arm in a very similar way. So into edge mode choose where I want to cut it off And I think I'm going to choose just here so let's Make sure that I get all of this selected Lovely and I'm going to click here and go all the way around to the other side double click here And that's going to separate the top from the bottom And I'm doing that because that allows me to texture everything if I did it Down the shoulder this way then that I wouldn't be able to get like the inside of the thumb. It wouldn't work very well So I'll cut that Some more seams that I'm happy with Next I want to cut his head off So let's do that and go into edge mode. I'll double click there and I'm going to cut it That's lovely And then I'm going to cut his ear off and cut this into a few pieces So I'm going to cut the ear on this edge loop here So let's see Make sure that's gone all the way around yet. I'm going to cut here To here so I get a front and back of the ear and They also you don't necessarily need to do this, but I want to do it this way I'm going to get this edge loop inside Because when I texture I'm going to do this inside a different color and having it as a Separate shell makes it a little bit easier and then I'm going to go to cut Let's have a look what my shells are looking like now Yep, that's getting there I now need to cut the head into some pieces and I'm going to cut the front from the back So back into edge mode And I'm going to start a selection here and go up to there And then I'm going to finish it off over here from here to there And that will allow me to cut the front from the back And I also again for the same reason that I did the inside of the ear I'm going to cut into the snout area and that's going to allow me to put a different texture there And I want my snout to start here, I think So that didn't work. Well, let's try again Don't look like on that and that's gone all the way around so I'm happy enough with that so we'll put a cut in and I'll cut the nose off as well There we go and cut So we're nearly there now the last thing I want to do is cut the torso in half So to do that, I'm going to be into edge mode one final time So there's one edge there that's going to need to be done And then from here to here and also make sure I get nice and involved in his crotch. There we go. Oh That didn't go well There we go. Right. So now I've got two selected there All selected there. Yeah, and that will do it. So I'll cut that so at that stage that should be everything done Hopefully but it may go wrong and if it does, I'll repair it but that looks okay So at this stage I need to unfold all these shells. So we're going to shell mode over here select them all And we're going to unfold and we'll just click on the unfold option Okay, so that looks okay, and then to make it a little bit easier to see We'll try and lay these out as well. So we'll go to a range and layout and We will go to a layout and See what that gives us Okay, so that's pretty good Something about this shell here doesn't look right Let's turn this on You can see it's got a bit of overlapping going on there So we'll get this shell here We'll pull it out and we'll use the optimized tool on it There we go, and that brings it out much better and while I'm at it I think I'm going to run the optimized brush over everything else to make sure that it's all working as expected Maybe we'll go into shell mode first select all the shells And we'll just run the optimized brush over them And that's just going to straighten everything up When we're done Yeah, so that's pretty nice Okay, at this stage then I want to lay them all out again So let's select all the shells and we'll do a layout And that's going to get my pixel density about right and I'm going to turn my squares on And I want to get an idea for which way my shells are facing So I want to try and get the squares on here as straight as possible. So that's going to shell mode and I'm going to use a fairly busy texture So it won't matter too much to forget them perfectly straight, but I want them mostly straight So that's okay on that side. Where's the other side of the foot? We'll try and get this straight and I'm also rotating them around so that they're recognizable as well So the feet are kind of facing this way to make it a bit easier Let's have a look at the top of the arm. Let's get that pretty much straight. Yep Same with the bottom of the arm Yep Okay, let's get the torso So one of the things that I'm going to do for this torso Which will introduce a little bit of distortion But because that there's quite a noticeable seam down the front when I mirror this over I'm going to try and get this edge straight So I'm going to go into UV mode And I'm just going to click that top UV there and then double click the one at the bottom and Then what I'll do is click on straight UVs and That does put a straight edge on it but it does introduce some stretching So I'm just going to try to get that a bit better So that looks okay there. They're now pretty much straight So it does introduce a little bit of distortion, but the main seam here should now be pretty much invisible Which is pretty important So we'll just put that back into shell mode So I'm happy enough with that If you're worried about your scene here, you can also do the same thing and Straighten your UVs there, which actually yeah, I'll do that. Let's go into UV mode And we'll get the top one the bottom one we'll straighten the UVs and Make sure that hopefully The squares haven't become rectangles. They're pretty square like that Okay, so I'm happy with that particular part But I need to repeat that for this shell here so let's get I Think I'm just gonna straighten it up a little bit first Kind of should have done that with the other side as well, but it will be fine Then we're going to go to UV and we'll straighten this side Straighten shell and Let's just make sure Yeah, straighten shells. Okay, so we'll do that and then What we need to do is Straighten these UVs here as well. So let's straighten those UVs and Check that that hasn't become a rectangle No, that's okay So I'm happy with those two shells They're pretty straight Okay, so what I want to do for the ears is I'm actually happy with The squares going at like a diagonal angle That being said, I am still going to rotate them around so they're pretty straight so that I can recognize what they are So there's the outside of the ear. Here's the back of the ear and get these pretty straight and Somewhere they'll be the inside of the ear Which I believe is this bit. Yep, so we'll spin that around as well Lovely, okay And I think that just leaves that the bits of the head really so let's find this shell here. Here it is So I'm not going to try too hard to get this perfect Because I'll never do it. So I'm just going to try and get it fairly straight here. So I'm just going to rotate to about there I'm happy enough with that Then I'm going to look at the back of the head I'll do something similar. I'm not going to worry too much about the seam on the back of the head since you won't see it much and Then finally the snouty bit And I'm going to be looking at my bear here to try and work out when this looks mostly straight About there. So I've tried to get it straight here And that will do it So I've now oriented all these pieces to where I want them. So I'm going to be in shell mode select them all and I want to lay them out one final time. So we'll go into Modify and I'm going to go to the layout options this time So this prescale world is important I do want that but what I want to turn off this time is this rotate I want that to be on none because I've just spent some time rotating these to how I want them So with that said I can now click on layout UVs and that will pack all my shells as closely together as it can Do it without rotating them. So that's pretty close So now I'm just going to repeat the process but much more quickly on This little fella here. So let's go into object mode to get his eye We'll just do an automatic map. We'll select everything in edge mode Select them all then we're going to sew them together and so and stitch together Then What I'll do is go into edge mode. I'm just going to turn the squares off for a minute so I can see what I'm doing and Double-click there and then cut That stage I can go into shell mode and do an unfold on those So they now look okay. They're both unfolded pretty well I'll perform a layout on them just to get the size consistent So click on layout and they're now pretty much good to go Although that being said, there's a strange bit of distortion happening here. So let's just go in with our optimized tool Give it a little brush over that looks much better and now What I'll do is go into object mode I'm going to select everything. So here are all my shells now I need to get these all to fit onto one UV sheet. So I'm going to select all of my shells again We're going to do a layout. So Let's go layout and Now everything fits so all it's done really the layout of the bear stayed the same But it's added the the front and back of the eye And if I really wanted to to increase my density a little bit more I could stack the two eyepieces But because there's plenty of room for those anyway, I don't need to Okay, so all that is left for me to do now is to put the bear back together So let's turn the colors off We'll select our bear in object mode we're going to go to Mesh and mirror open the settings and by default this looks like it's set up. Okay, because we're going to be mirroring over the x-axis in the negative direction and We do want to merge the border vertices. So we'll give that a try. Let's mirror and He's been put back together So we'll just check that there's no edge smooth increase what we put him back together now That's pretty good and we just need to duplicate this eye as well So for that what I'm going to do is hit ctrl and D and Then on translate X. I'm just going to put a minus value in there and that should move it over to the other side It didn't Try that again, I'm gonna put a minus value in there There we go and then I just need to sort out the rotation so that it matches up with the other side So I'm going to reverse the Y axis on my rotate. So let's go Minus whatever number I had there and That then should be pretty good Yeah, okay, so now we've put him back together. He's got two eyes A whole body, but you can see we're still only using half of the UV space The only thing that will be different now if we turn the colors on is For some of the bear it's showing us that it's reversed Often you don't want that but in this case because we're trying to cut down on the amount of texture space used It is exactly what we want so now all that's left to do is get it into a texturing program and Reap the rewards of our hard work. So let's do just that. I'm going to go to file export selection So I'm going to substance painter. So I'm going to export as an fbx I'll put it into the UV mapping folder that I'm sharing with everyone. I'm going to call it bear For substance painter So I'm leaving smoothing groups on but I'm leaving everything else And then I'll just export the selection and now that's ready for substance painter Okay, so here we are in substance painter Let's get it set up. I'm ready to do a bit of quick texturing I'll start with changing the view to include the 3d and 2d so we can see what's happening in our UV map And then we'll bring in the bear so file new I'm just going to leave all the defaults But just bring in the the bear and we'll look in the UV mapping folder scenes and there it is bear for substance painter Open and click on okay There he is beautiful little guy. He's good to go and Here's our wonderful UV map. So the first thing I'll do is just bake all the maps There we go You don't strictly need to do that for what we're doing But if you want to go further with the texturing and you know have it work on the cavities and stuff Then you might find that useful. Okay, so let's throw some textures on him and make him look really cool Right, I'm going to look for some kind of fabric Let's see what we've got in the materials I think I'm going to go with this fabric knitted sweater. So I'm just going to throw that to the top of the layer stack there it is and Then what I want to do is change the color So we'll go for something kind of brown because he's he's a teddy bear. Why wouldn't he be brown? So let's Go for a nice kind of deep chocolatey brown Lovely, let's just add a bit of saturation to it. That looks nice very nice and Let's just turn the UV scale up a little bit. Let's go for 1.5 Yeah, I like that and I only want this to go in some places. So I will add a white mask to this and Then I'm going to use the polygon fill tool To paint where I don't want this to happen. So don't want it on the eyes. There we go Don't want it inside the ear And you can see as I'm doing it because of the way we set up our UV map I don't have to do it to one object and it happens on both sides and I don't want it on the nose Okay, so that's good next thing I'll do is duplicate this layer And I'm going to make the color lighter Yeah, that was cool. And then I'll add a black mask And with my polygon fill tool I'm going to paint where this time I do want this texture to be applied. So in this case the inside of the ear which is just there and Around the snouty area as well, which I need to find. Oh, here it is. Yes, so Let's fill this with our different color Beautiful So far so good. He's starting to look like a teddy bear. Is he not he is he looks beautiful Okay, next thing I want is something on his nose So let's look for some kind of leather material for this one We'll have this rough leather. I think so I'm gonna now drop that to the top. Oh Nice, I'm gonna add I'm gonna change the color to black I'll add a black mask so that it's not affecting everywhere and then with my polygon fill I'll tell it to only affect the nose Beautiful and then lastly I just need to hit the eyes with a bit of plastic So let's search for the plastic in the materials and I think I'm gonna go for this matte plastic I don't want it to be too shiny. So we'll drag that to the top I'll change the color to be in black and get the roughness roughly where I want it I'm mostly focusing on the buttons here, not the fact that I'm creating some kind of gimp there So there we go. That looks nice. And then we do black mask And with the polygon fill Let's let's paint his eyes So zoom get that and I'll just get this bit here just in case it's visible and Voila We've UV mapped and text in our bear So if you're any good with substance painting, you now know that you could really go round and do a lot more with this In fact, I will do one more thing We're not done. Let's give him a little tummy little tummy shape So we're gonna go back to this lighter color on the mask and instead of using my polygon fill I'm gonna use the paintbrush and this time I'll paint directly onto the bear Here he is and let's give him Oh, let's make sure I'm painting with the right color paint with white. There we go We're gonna give him a nice round tummy. Oh Beautiful There we go so he's now done so now you can export your textures out of here and Put them into whichever 3d package you want to use Okay, so that brings us to the end of this UV mapping series that I've been lovingly crafting for you I'm not intending on creating any more steps But if you feel that I've left something important out drop it in the comments And I may add a few more steps to this if they're required if you've gone through all five steps congratulations Hopefully you now feel more confident with UV mapping if you do let me know in the comments That was the point of putting these videos on the internet in the first place if you want to continue learning then I Recommend that you check out plural site. They've got some really good courses on Maya Also substance painter creating 3d art and animation in general It's a really good resource and if you want to use my link in the description below Then you can get a 10-day free trial If you'd like to help me to continue making tutorial series like this one Then please consider joining my patreon campaign It really does help me to keep doing this and the more people that support me the more time I can put into doing this which results in more videos more knowledge shared So if you could do that that would be super appreciated and I think that's where I'm going to leave it Thank you so much for watching keep an eye out for more videos and I will see you in the next one to the pip