How to UV Unwrap and Texture in Blender | Blender Basics Bootcamp Part 7

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welcome back for day 7 of the blender basics boot camp today we're going to uv unwrap our trophy and add some imperfections using an image texture because nothing is perfect in real life we'll also add a logo decal to the front of the trophy so let's make our trophy look better by making it look worse my name is chris folia i'm your stream scholar welcome to stream school [Music] uv unwrapping is extremely important in 3d art it's the process of taking your model cutting it up and laying it out flat in 2d space so blender knows how to take your 2d image texture and map it to your 3d model picture papercraft for example where you take a piece of paper you cut it up in specific ways and then you fold it into a 3d model well this is the exact opposite of that so let's dive in uv unwrap our trophy cup and apply some image textures to add some imperfections and smudges so to get started i'm going to hold z on my keyboard go to wireframe and here i'm going to select the trophy cup so we probably want to isolate this so the trophy case and the glass and all of our other objects don't get in the way or trying to uv unwrap the cup so to do that i'm just gonna hit shift h on my keyboard and that'll hide everything that's not selected and if you need any reassurance that you didn't just accidentally delete everything you can hit alt h on your keyboard and that'll bring it right back so i'm gonna reselect my trophy hit shift h and now that it's isolated we can move on so rather than using this workspace that we've set up with all of these individual panels blender actually has a whole bunch of default workspaces for different tasks so if we go up to the top of the window you'll notice there are a bunch of tabs here i'm going to click on the uv editing tab and before i go any further i'm going to re-enable my screencast keys so you can see what i'm pressing it tends to turn that off when i switch tabs but you're going to notice immediately it took us into edit mode and we have a nice uv editing window over here now if i hit a to select the entire cup you'll notice that this cup is already unwrapped well this unwrapped job came with the default cylinder that we built this cup out of unfortunately since we've modified this geometry so much this is no longer a good unwrap job for this object and i can prove it so i'm going to go up to image select new and here i'm going to type uv grid then under the generated type i'm going to click the drop down and go to uv grid and here i'm going to hit ok and that's going to create a really cool uv grid image for us which is really useful for seeing if your uvs are distorted on your object so to make this visible in the 3d view we just need to do a couple things first of all i'm going to go to the upper left hand corner click the drop down and go to the shader editor here i'm going to zoom in i'm going to hit shift a go to texture image texture and drop that into our little node editor here i'm going to click the image drop down and here i'm going to select our uv grid and nothing happens over here but also we've only done this on the pink material not our base metal material as well so to do that i'm going to go to the materials editor select the base metal and here before we do anything since we're going to be modifying this material heavily and it's already being used on our handles on our trophy as well i want to make this a single user material i only want my cup to be using it so for this i'm going to go ahead and hit tab to go out of edit mode and i'm going to hit the little 2 next to base metal that's going to make it its own unique material i'm going to call this base metal cup and hit enter so now i'm going to go back into edit mode but then i'm going to hit shift a go to texture image texture drop that down click the little drop down and find my uv grid so to see this in our 3d viewport all you have to do is go up here to the upper right hand corner click the drop down next to the shiny circle button and here where it says color and material is selected you can choose texture and set instead and that'll automatically show you whatever texture you have selected in the material it doesn't even have to be connected to anything so with this uv grid showing up on our model now i'm going to go back over here and turn this back into our uv editor so if i hit tab and i pan around and look at this we're gonna notice that these uvs are super stretched and warped that's not what we want our image texture to look like ideally we want these squares to be pretty uniform in size and look like the actual texture so we're gonna uv unwrap this cup ourselves and we're gonna do a much better job so i'm gonna hit tab to go into edit mode and first things first you're gonna notice that these uv islands are pretty hard to see on this uv grid texture so i'm going to hide the texture by going to the top here and clicking the x so now we can see all of our outlines and vertices a whole lot better without that distracting image next you're going to notice right now it's showing all of our uv islands but if i hit alt a to deselect our cup they disappear now i think that's a really frustrating way to work where you have to have something selected to see the uv island so to fix that you can go up here to the upper left hand corner where you see the two diagonal arrows and if you click that button that'll show all of your uv islands regardless of whether they're selected on your object or not next i'm going to show you all of the neat little tricks that i've learned over years of doing cg art that make uv unwrapping super fast and efficient so first things first i'm going to go up to the upper left upper right hand corner know your directions chris and click the options drop down here i'm going to select live unwrap normally when you're unwrapping an object you have to make cuts in it or apply seams to the object then you have to hit u and you have to click unwrap every time you make a new cut live unwrapped will automatically unwrap your object every single time you cut a seam which makes your work so much faster you're just gonna have to take my word for it next it's gonna be difficult to select parts of our geometry because our actual mesh is being obstructed by the subdivision surface modifier mesh so to fix that i'm going to go over to the modifiers panel and here on the subdivision surface modifier there's a little triangle button if we click that that's going to wrap our geometry cage to our subdivision surface geometry which is going to make it a whole lot easier to select things and finally i want to show you all one of the coolest tricks for uv unwrapping so if i hit control 1 to go to the back of my object just because i want to cut seams where the audience isn't going to see them then i'm going to hit 2 to go to edge select i'm going to select one edge then i'm going to control and click on another edge you're going to notice it automatically selected everything in between the first edge and then normally we could hit ctrl e we could go down to mark seam and that would cut a seam on our object but there's a more efficient cool way to do this we can make it so when we select an edge and control select the next edge it automatically cuts a seam there so to do that just bring up this little pick shortest path dialog that just came up and where it says edge tag select you want to click the drop down and change that to tag seam so now you're going to immediately notice that it cut a red line down here and that's a seam picture literally taking a knife stabbing your object and cutting down the geometry so you can fold it out like a piece of paper that's exactly what we're doing in 3d space we're literally making cuts on our object then you'll also notice that it starts to unwrap over here in the uv editor so all we have to do now is cut our object up enough so we can lay it out in a way that these uv grid squares aren't all distorted and wacky so to do that first things first i'm going to continue my cut going up the side here or the back of the object i'm just going to select this edge go up to the top by the rim and control click to continue that cut notice again the unwrap changed because of our awesome live unwrap feature so here i want to cut the inside of the cup from the outside of our cup so i'm going to hold alt select the edge loop for the inside rim of the cup i'm going to hit ctrl e to bring up our edge menu i'm going to click mark seam so now you'll notice we have the inside of our cup and we have the outside of our cup but these grid squares are still really distorted i mean if you look at the stem this is all being contained in one tiny grid square which is not ideal so we're gonna go ahead and continue cutting this up for one i'm gonna cut the stem off from the upper portion of the cup because it's so much narrower that's going to be really deformed if they stay connected so i'm going to go ahead and select this ring not that one the one right in the crevice again you want to cut edges where the seams aren't going to be obvious to your audience so i'm going to hit ctrl e and click mark seam and that's going to cut our stem off so now we have the upper portion of our cup our stem and the inner portion of our cup so here i'm just going to continue the cut right along the back so i'm going to select this upper edge right here i'm going to go all the way to the base of the cup and make sure i'm selecting down the same edge sometimes it's pretty easy to get lost and make a mistake here so now i'm just going to control click down here and that's going to cut the stem so we can fan it out into a 2d plane but you're going to notice we still have the base of the cup attached here which is super distorted and uh not super great so to fix that i'm just going to alt click right where i want to cut the base off hit ctrl e and mark seam and that'll cut the bottom of our cup off so now we have the top of our cup the stem the absolute bottom of our cup and the inside of our cup so now we just need to fix the inside of our cup since that looks uh pretty warped so normally you could just continue this seam into the inside of the cup but if we're picturing this from an audience perspective if we were to look at this from the front this edge is one of the more likely ones that our audience is to see so i want to pick edges that our audience will not see so i'm going to go to the back by hitting ctrl 1 to go to orthographic back i'm going to rotate up and i'm going to choose this seam this edge and ctrl-click the next edge to cut that seam right there and finally i want to cut out the bottom of the inside of the cup so i'm going to hold alt select that edge loop hit ctrl e and mark a seam so here we have the bottom of the inside of our cup the inside of our cup our stem the base of our cup like the absolute base of our cup and then we have the outside of the cup uh but you're gonna notice that all of these squares are a little bit warped and they're kind of at weird diagonal angles that's because of the default unwrapping in blender now for what we're doing which is applying some subtle smudges to the cup this is totally 100 fine there's absolutely nothing wrong with this this would work absolutely perfectly to add some subtle smudges to the cup but i wouldn't be a good teacher if i didn't show you all of the cool tricks so to optimize our uv islands and straighten these out there's a really cool trick in blender i'm going to zoom in on my outer cup uv island just like so until i find a face that's almost perfectly rectangular here i'm going to hit 2 to go to edge select i'm going to select the top edge of that face hit s y 0 to scale it down 0 on the y axis so it flattens it out hit enter to set that down for the exact same thing on the bottom one s y 0 enter go to the left edge and we're going to do the exact same thing but on the x axis now so i'm going to hit s x 0 hit enter do the exact same thing on the right s x 0 enter and now we have a perfectly straight rectangle so here i'm going to hit three select that face and now you're gonna notice that's selected here i'm gonna hit l and that will select the rest of the island but you're gonna notice our selected face is still a different color that's because that is our active face so here i'm going to use a tool called follow active quads i'm going to hit u to bring up the unwrap menu i'm going to go down to where it says follow active quads i'm going to click it that's going to bring up this little dialog right here then i'm going to click ok that's going to automatically straighten out all of our cup uvs now immediately look how much cleaner this looks we have all of these straight up and down squares on our cup and it just looks super nice it does stretch a little bit down here near the stem but again for what we're doing in most purposes in general this is totally completely fine so now i'm going to do the exact same thing on the stem and then we're going to pack our uvs so here i'm gonna hit alt a to deselect everything i'm gonna hit l to select the stem i'm gonna zoom in and i'm gonna rotate this until whatever face i want to use is about straight up and down so i'm thinking this face right here or maybe even this one so here i'm going to hit 2 to go to edge select select the top edge s y 0 enter select the bottom edge s y 0 enter select the left edge s x zero enter select the right edge s x zero enter and here i'm gonna go to face select by heading a three select the face hit l to select the entire island you already know the next step hit u to bring up the unwrap menu go to follow active quads and hit okay now i have a perfectly aligned stem uv island as well and you can see that here now again the base gets a little bit warped here since it's so much wider than the stem there's not going to be an easy way to fix that distortion and for our purposes again of adding some simple smudges this is totally 100 okay so the next step is going to be to pack our uv islands now in cinematics or games if you're doing that kind of cg work the idea here is to pack your islands as tightly as humanly possible that's because if your uv island is super small picture this square as your image texture so if your island is super small it's only taking up a few pixels of your image so you're going to have a super low resolution texture on that portion of your model and you don't want that so the idea is to make your islands as big as you possibly can on your image texture so they get as many pixels as you can possibly give them so here i'm gonna go ahead and align this so it's ideal for us i'm gonna hit alt a to deselect everything hit l to select my upper cup island hit r90 to rotate at 90 degrees enter to set it down and here i'm just going to hit g to move it into the upper left-hand corner then i'm going to select the inside of our cup notice i select both by accident i need to unselect first here i'm going to hit l to select the inside of the cup hit r90 enter and i know that this is the top of the inside because i have that extra edge there i'm gonna move that right under my outside of my cup and again i also aligned this one so the top is the top and the bottom is the bottom that's just going to be easier for knowing how the texture is going to line up later here i want to take the bottom of our cup and move man i keep selecting two things at once and move that down here and deselect that and move the bottom of the inside of our cup over here hit alt a here i'm going to select the stem and i'm just going to get that as close as i can over here now like i said if you're doing cinematics or games or professional work the idea is to get all of your islands to take up as much of this texture sheet as you possibly can now for our purposes we're using a tileable repeating smudge map so we can make that image as small as we want and it doesn't really matter how well these are packed but just to show you how to pack things or how to scale them up in a nice way i'm just just for the purpose of adding it to your tool kit so i'm going to go ahead and hit n to go to the right hand properties menu i'm going to go to view and here i'm going to set the 2d cursor to 1 on the y-axis that's going to set it up into the upper left-hand corner of our image here i'm going to hit n to hide my tools and here i'm gonna set the pivot point to the 2d cursor just like we could do in the 3d view i'm going to hit a hit s to scale this up and just like that i'm going to get as close to the image bounds as i possibly can now there are also some really cool plugins for blender like uv pack master which will automatically pack all of your uv islands it does cost a little bit of money um but i couldn't live without it for the game work that i do so anyway keep that in mind i'll link that in the description below but in general if you're just packing uv islands by hand this is a really cool way to scale everything up so our cup is completely uv unwrapped it's looking pretty cool at this point we're ready to add some image textures to it so i'm going to hit tab to go out of edit mode and here we're going to use another default workspace in blender so i'm going to go to the top and i'm going to click on the shading editor now before i go any further again i'm going to re-enable my screencast keys just so you all can see what i'm typing over here and here is the shading workspace in blender on the upper left we have a nice file browser where we can just drag images in right here we have our 3d view where they have automatically put us into material preview which uses their own 360 degree hdri or dynamic range image down here on the left we have an image editor and down here we have our node editor where we can actually work on our materials now first things first i'm going to make the node editor a little bit bigger so we can see a bit better and also i want to use our 360 degree background image so i can see what my materials are going to look like in my scene so to do that i'm going to hold z go to rendered and now i'm looking at this with my background image and this is a little bit dim since we've only been using it as a fill light so i'm going to go over to my world settings which looks like it's already selected and i'm going to change the strength to one just to brighten it up for the sake of working on our materials so at this point to bring our image texture into our material in our node editor i'm going to hit shift a go to texture image texture and i'm going to drop that down here i'm going to hit open and i'm going to find my smudge map now i've provided this smudge map in discord if you want to use it as well otherwise feel free to use whatever interesting texture you want to use i'm going to double click on the smudge map to bring it in and i'm also going to open it over here in our image editor just to show you what it looks like i clicked on the wrong thing so this is a smudge map that i made by taking a blackboard that i have a small little blackboard i rubbed my hands around on it and i then i just like put some like grease fingerprints on it then i took a picture of that took it into photoshop i made it completely tileable which means that this can be stacked next to each other or on top of itself as many times as we want and there won't be any hard edges between the individual images which is really cool then i took this i increased the contrast and i inverted it and voila a perfect roughness map for smudges so to use this to control the roughness of our object rather than just straight plugging our image into the roughness map we want to use this to control roughness values that we like so also one more thing i've noticed in general that with black and white roughness maps if you change the color space from srgb to non-color since it's a black and white image you tend to get much better results so anyway what we're going to do here is something we've already done plenty of times i'm going to hit shift a go to color mix rgb i'm going to shove that down then i'm going to hit shift a input value i'm going to plug that down just like we've done in the on the base of our trophy for our noise roughness texture here i'm going to hit shift d to duplicate the value and now we're just going to plug these into our mix shader now again this factor is only sliding between color one and two so if we plug our smudge map into the factor now everything that is white in our smudge map is this value color two and everything that is black and our smudge map is this value or color one so if i plug this into my material output we can actually see what our smudge map is looking like which is nothing right now because these are both the exact same value so i'm going to go ahead and make the first value the shiny part of our object the black areas of our roughness map point 1 which is a little bit shinier than the roughness value we've already been using which is 0.125 but since we're adding some roughness to this with the smudges i just want it to go a little bit lower to compensate and here i'm going to change the smudge value to maybe like .45 and i think that'll look pretty cool so you can immediately see those results on the cup but the problem here is that these smudges right here are supposed to be fingerprints these are massive so if i plugged this into my roughness and plugged my material back into the material output we can't really see anything happening other than some really subtle smudging because those fingerprints are way too big those are like from giant hands so i'm going to plug this mix node for our smudge map back into the material output and let's make these fingerprints just a little bit smaller here so to do that i'm going to scale up my uvs and not literally by going into the uv editor we're going to do that in the material editor here so i'm going to hit shift a go to input texture coordinate and snap that down here i'm going to plug the uv map into the vector and nothing is going to change because blender by default uses the uv map for your image textures but here i'm going to hit shift a go to our familiar texture coordinate image under vector mapping sorry lost my mind there for a second snap that between our texture coordinate and our smudge map and here on our vector mapping node the one parameter we want to pay attention to is the scale so this is the scale of our uv map in relation to the image so this is going to appear a little bit backwards smaller values make the texture appear bigger and bigger values make the texture appear smaller so you can picture this in your head by saying i want to tile this four times so i'm gonna do four by four then z doesn't actually matter but i like consistency so four by four by four now you'll notice our texture image is a whole lot smaller and these fingerprints are actually about fingerprint size which looks correct so at this point now i can plug my principled material back into my material output like so and if we rotate around our trophy we have some really nice looking smudges and fingerprints on this also if you want to make it more grimy all you have to do is up this roughness value like this now we have like the grimiest most disgusting trophy ever that looks like three different kindergarten classes got their hands on it i'm going to keep mine at 0.45 just keep in mind you have complete creative freedom here so next we also might want to change the location of this texture in relation to our uv map so i'm going to hit 0 to go to my camera view and i want some of these smudges to be nice up front and center so to do that i can go back to my vector mapping node i can change the location right here so if i hold shift click and drag on the x you'll notice the smudges are going to start to move around it's really subtle but you'll notice that there is some movement i can do the exact same thing on the y here as well so i'm going to put my smudges maybe somewhere up here and just keep in mind if you were doing this in real life on a real trophy cup you'd have to like wipe it off each time and apply new smudges just to change the location of them this is way easier anyway something like that i think looks pretty cool at this point we have some nice smudges on our trophy now the next thing i want to do is add my logo to the front of the trophy and i could theoretically make another uv map and then apply the texture using that but i'd much rather show you all a much cooler more interesting way just to apply simple decals and image textures to objects that's a little bit more intuitive to control in certain situations so for this i'm going to move these nodes for a roughness map just compress them a little bit to give us some more space here and here rather than adding a texture node manually i'm just going to click on my black and white logo image and drag this into blender so what i'm using i'm going to drag this into the image editor here what i'm using is a black and white version of my logo just completely solid black and white this way we can use it as a nice mask so i can say mix two colors using white as one color and black as another color and we've already seen this with the mixture node for our roughness map so let's say i want to change the color of my trophy to make the logo purple and the rest of the trophy a nice silver so to do that i'm going to hit shift a add color mix rgb we've already done this before down here i'm going to plug the logo into the factor so now everything that's white will be color 2 and everything that's black will be color one and here we need to grab our purple color so i'm gonna go back to the materials panel select the secondary metal and here i'm gonna just hover my mouse over the little color box here we could also do it over here in the materials panel i'm just gonna hover my mouse over the color box i'm gonna hit ctrl c that's a really cool trick in blender you don't actually have to select anything if you just hover your mouse over things and hit ctrl c you can copy that parameter which is really efficient so anyway i'm going to go back to my base metal cup i'm going to hit ctrl v on color slot 2 while hovering over it and now we just need to copy our base color from our regular cut material by hitting ctrl c and then ctrl v over color one so now the last step here is going to be to plug it in and you're going to notice this does not look anything even close to what we want that's because by default blender is using our uv map for our image texture but what we want to do is use an entirely separate object to control this image texture it's going to be really cool just bear with me for a second so i'm going to hit shift a go to input texture coordinate plug that down i'm going to grab the object coordinate and plug that into my logo texture and here you're going to notice we have four instances of the logo texture and they're also in the complete wrong orientation but first let's go ahead and fix the duplication to do that i'm just going to select my watermark image i'm going to go down to where it says repeat i'm going to change that to clip that'll clip all of the additional tiles off after the first image secondly this is not exactly where we want it to be that's because we're using the cups object coordinates rather than another object so i'm going to go ahead and hit shift a go to empty and here we have a whole bunch of different options now all of these are the exact same object just with different parameters set and it honestly doesn't matter which one you choose empties in blender are literally just empty containers that do not render that you can use to control things so i'm going to go ahead and choose the cube empty then our nodes disappear because our cup's not selected anymore so i'll select the cup and here on the texture coordinate node i'm going to select the eyedropper i'm going to select my empty object and absolutely nothing has changed that's because this empty has the exact same transforms as the cup right now so to fix that i'm just going to select the cup and if i move it around by hitting g you'll notice the logo moves with it or if i rotate it or scale it the logo rotates and scales as well which is super cool and super intuitive for controlling decals like logos and things it's not going to be ideal for every single texture situation but it's a pretty cool method for adding like a sticker to something so here i'm going to hit 3 to go to my right orthographic hit r minus 90 enter to rotate it negative 90 degrees on the view axis then i'm going to hit g to move my logo up and right here if i go to the front orthographic view you're going to notice that the logo is in the upper right hand corner of this empty cube object now ideally this isn't going to work out for us because if i scale this it's going to scale up from the center of the cube if i try to move it and rotate it it's going to be really hard to rotate and move it in an intuitive way i guess would be the word for it so to center this on the cube all we have to do is go back into our trophy cut material options and here i'm going to hit shift a go to vector mapping and snap that between the texture coordinate and the logo image so here the one property you want to pay attention to is the location and the math just so works out that if we do 0.5 by 0.5 and the z doesn't matter but i like consistency that's going to automatically center it on our empty object here which is awesome then i also probably want this logo to about match the bounds of this box so to scale it up i'm going to go down to the scale property hit 0.5 by 0.5 the z doesn't matter but again i like consistency and now the object is perfectly matching the bounds of the box so if i select the box and i go to solid shaded mode i still have a pretty good idea of where this logo is i'm going to go back to rendered preview i'm going to scale it up move it around until i get something that i like the appearance of now this empty cube i have it set protruding out from the front of the cup so if i want to change the rotation of this on the cup and i rotate the empty we're just going to get some weird wave distortion but let's say i want this to face the camera a little bit more well instead of rotating it around its own center we can do something we've already done before and we can rotate it around the cups center so i'm going to go ahead and go up here to the pivot point change that to 3d cursor and now if i go to my camera view and hit rotate z now i can rotate this around the cup without distorting the image and i'm just going to rotate this a subtle amount so we can see the logo a little bit better and i think that is looking pretty cool now the final thing i want to do with this texture is i also want to control the roughness so that the logo is a little bit shinier than the cup so to do that i'm going to select the cup and here the really cool thing about mixed nodes and nodes in general is that we can plug whatever we want into slot 1 of this mix node it doesn't have to be a value on slot 2 for that matter too but we only care about slot 1 right now it doesn't have to be a value we could plug an image we could plug another mix node you can just daisy chain in as many nodes as you want but we're going to keep it simple and we're just going to use another mix node to control the roughness values based on the logo so if i select the mixed box hit shift d to duplicate it move it down here i'm gonna plug the color into color slot one and immediately our cup looks pretty cheap it looks like one of those matte metal bottles water bottles or something i don't know so here i'm gonna take our point one value plug that into color slot one then i'm gonna hit shift d to duplicate it i'm gonna plug that into color slot two now i'm gonna change the second value to zero because that's the roughness that i want the logo to be you're gonna notice we're still just using the slider to control the roughness so all we have left to do is to plug our black and white logo into the factor slot so i'm going to come up here i'm going to move my logo back by just clicking and dragging and moving it i'm going to grab the color input of it which i realize this is a little bit zoomed out i'm going to drag that into the factor of my mix you'll notice immediately now the cup is more dull than the logo which is really cool and by the way you can take images or any nodes and you can plug them into as many things as you want you can make just spaghetti junction if you wanted to so here just to prove that this is a different roughness if i take the second roughness value and slide it up you'll see that i can make the logo super matte which is kind of interesting but i'm going to keep that at a factor of zero so we have our nice shiny logo here i'm gonna hit alt h to unhide everything and our world is still super bright here so i'm gonna go ahead and hit alt a to deselect everything go to the world settings i'm gonna turn that back down to what it was before 0.175 and enter now one last thing that we need to fix is if i select the cup i might have to click it twice to get through the glass and i move it you'll notice that the texture doesn't move with it and that can be a little bit frustrating but that's because this texture is literally tied to this empty object it's literally stuck to it so if we move the empty object around for instance the logo moves around with it just like we did earlier so to stick this empty object to the cup we're going to use parenting so for that i'm going to hold z to go to wireframe just so it's easier to select things through the glass make sure the box our empty box is selected i'm going to hold shift select my trophy cup and here i'm going to hit ctrl p and that'll bring up the parenting menu so i'm just going to say set parent to object and now the cup is the parent of the empty and all that means is if i select just the cup and move it now the empty is stuck to it even if i rotate it or scale it or whatever that texture is not moving anywhere unless i specifically move that empty it took me a second to select it there so at this point we have our trophy with some nice smudges on it and we have a cool logo that's affecting both the color and the roughness at this point i think we're ready to move on to the next tutorial which is going to be the last big hurdle in this tutorial series so we're almost at the finish line just bear with me and i'll see you in the next video at this point you should have some smudges and grime on your trophy along with a logo decal but i also want to encourage you to take it further detail it up get creative and make it truly yours if you found this video useful and want to stay tuned for day 8 make sure you hit that like and subscribe button and ring the bell i'll be releasing these basics videos on a daily basis for the duration of the course and if you want to come hang out with me live i'm live at least every friday over at youtube.com oraclefish also if you want to download my example files or just support what i do here on the channel make sure you check out my brand new patreon link in the description until next time my name is chris folia i'm your stream scholar class is out you
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Channel: Stream Scholar
Views: 963
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Keywords: stream scholar, streamscholar, stream school, blender, blender basics bootcamp, blender tutorial, blender beginner tutorial, blender for beginners, how to uv unwrap in blender, how to texture in blender, blender 2.9 beginner tutorial, blender 2.9 tutorial, how to uv unwrap
Id: 4j3dVqU_AME
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Length: 35min 50sec (2150 seconds)
Published: Mon Apr 26 2021
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